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↳ Experiential · Keyframe ’95
Game · Nº KF-95
Keyframe ’95: Phase Run is a complete 16-bit hoverboard shooter, made in-house. Nobody briefed it and no client paid for it. It exists so that when we say we can build an experiential activation for your brand, you can play the answer instead of reading about it.
↳ Play it
Click or press space to start · space, touch or gamepad to phase · sound turns on after your first input
↳ Why a game
01
A paid ad buys about two seconds. People stay inside a game for minutes at a time, on purpose, and they come back. That is a different kind of asset, and you own it outright.
02
Every world, rival and pickup here is a design decision. For a real brand those become your product, your drop, your tour, your characters. The playing is the message.
03
No app store, no download, no install. It runs in a browser on a phone or a laptop, so it can sit in an email, a bio link, a QR code on packaging or a screen at an event.
The same build works as a product launch, an album or tour campaign, a loyalty mechanic, a trade-show screen or a creator’s own world. Read how this one came together in the Keyframe ’95 case study.
Tell us the brand, the audience and the moment you are building toward. We will come back with the activation, the build and the campaign that carries it.
↳ Bootstrap Marketing · weekly
Weekly strategy notes from inside the studio. Paid, organic, brand, AI automation. The thinking we used to keep private, posted openly so you can read it before you brief us.