

Process Breakdown
The "Trivia Potions Class" creative was built as an optimized creative for Harry Potter: Puzzles & Spells by combining elements from two previously high-performing ads: a house-sorting cinemagraph and a trivia gameplay ad.
My task was to merge the mechanics of the original trivia gameplay with the art and magical effects from the cinemagraph. The creative begins with Professor Snape, a character Zynga’s marketing team has found consistently drives strong user response, and transitions into the trivia gameplay. The mock gameplay gives viewers a taste of what the app has to offer and allows them to follow along and test their Harry Potter knowledge. Displaying a sequence of realistic answer outcomes (correct, incorrect, hesitant) is relatable and motivating to potential players.
For the potion class setting, I animated smoke emitting from the cauldrons and potion tubes using Turbulent Displace. To generate that magical classroom atmosphere, I used Trapcode Particular to produce the orbs that float around the scene. These subtle visual effects paired with the music score and SFX tie the gameplay back to the wizarding world in a more enchanting way.
This project went through multiple rounds of iteration and feedback and gave me valuable insight into how player data guides creative decisions.
My task was to merge the mechanics of the original trivia gameplay with the art and magical effects from the cinemagraph. The creative begins with Professor Snape, a character Zynga’s marketing team has found consistently drives strong user response, and transitions into the trivia gameplay. The mock gameplay gives viewers a taste of what the app has to offer and allows them to follow along and test their Harry Potter knowledge. Displaying a sequence of realistic answer outcomes (correct, incorrect, hesitant) is relatable and motivating to potential players.
For the potion class setting, I animated smoke emitting from the cauldrons and potion tubes using Turbulent Displace. To generate that magical classroom atmosphere, I used Trapcode Particular to produce the orbs that float around the scene. These subtle visual effects paired with the music score and SFX tie the gameplay back to the wizarding world in a more enchanting way.
This project went through multiple rounds of iteration and feedback and gave me valuable insight into how player data guides creative decisions.