Product Launch · Integrated Respawn by Razer · Mars‑Wrigley 2× Platinum MarCom

Get Lost in the Game

Respawn is gum and mints for gamers, by gamers. We had a micro budget and the hardest audience in advertising, so we launched it the only way they’d respect: we built the brand like a game. A target to win over, a boss to beat, and three levels to clear.

2× PlatinumMarCom Awards, 2026
Microbudget level
5 × 5products, flavors, stories and spots
Respawn: Get Lost in the Game. Case film.

The objective

Launch Respawn by building the brand like a game. Not a campaign about games. A campaign that plays like one, with objectives, levels and achievements, so gamers would recognize the rules before they recognized the ad.

The target

Gamers. Constantly online, hard to reach, used to speed, hooked on constant excitement, and allergic to outsiders posing as community. To win, we needed a campaign that keeps them locked in. The line wrote itself: Get Lost in the Game.

Target: Gamers profile screen
Get Lost in the Game key art with Respawn packs

Level 1: Earn trust

Objective: spawn inside gamer circles with real stories. We interviewed real gamers and creators, then built each spot’s hero character out of their answers, right down to the gear. A space soldier with a laser and two ships. A fire‑boss fight. A getaway supercar. Five products, five flavors, five stories, five spots.

Achievement unlocked: characters built from real gamers.

A creator-built character fighting a fire boss, with the creator on stream
Social comments asking whether Respawn packs were vapes

New boss approaching

Then the comments came in. “Is it just me or did you think these were vapes?” The sleek packs looked like vapes, or a loot drop. Every game has a boss. That was ours.

Level 2: Product education

Objective: show gamers Respawn isn’t a vape (or a loot drop). The product sits at the center of every spot and every transition, and the worlds are built out of the flavors themselves: Watermelon Guava Rush became a guava‑and‑watermelon island with a fruit‑kart race through it. We used practical effects on set, previsualized every room down to the rug, and kept the pack on screen until nobody could mistake it.

Achievement unlocked: maximum product clarity.

Previs of a gamer's room set
A game world built out of guava and watermelon
A gamer at his desk with a glowing Respawn pack
A frog character playing guitar in a beach battle

Level 3: Amplify

Objective: create more spots, for every type of gamer. One micro‑budget production turned into a wall of spots and cutdowns for every feed and every kind of player.

The result

Two Platinum MarCom Awards, and a gum brand that walked into the gaming world like it belonged there.

A wall of Respawn spots and social cutdowns
Level 3: more spots, for every type of gamer.

Currently open to creative leadership roles

Let’s make something worth arguing about.

If you need someone to build the creative engine behind a fast‑moving brand, full‑time or consulting, drop me a line.

esj2003@gmail.com

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