JOHN WICK
We built an immersive site that played more like a video game than a marketing campaign, pulling fans directly into John Wick’s underworld.

The Experience:
At the core was a working virtual economy—gold coins, unlockable content, and interactive environments echoing the Continental, nightclubs, and armories. Every element reinforced the canon while giving audiences agency inside the story.


The Design:
At the core was a working virtual economy—gold coins, unlockable content, and interactive environments echoing the Continental, nightclubs, and armories. Every element reinforced the canon while giving audiences agency inside the story.


The Goal: Immersion
The work blurred the line between story and interaction, building a space where the rules of Wick’s universe felt real enough to play by.

