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Landing page, trailer and launch campaign

Electric Girl

A landing page and a launch campaign for a pixel-art platformer.

Year
2026
Industry
Games
Deliverables
Landing page, Trailer, Social campaign, Launch art direction
The Electric Girl landing page, the opening screen

A game nobody has played yet

An unofficial fan game, built by one developer, with no studio behind it and no audience waiting. The page had to make a stranger care about a world before there was anything to download, and say plainly that the game is still coming.

Sell the world, not the build

A release date convinces nobody on its own. A city with the lights out, a character who is the only light in it and a cast you would want to meet do the work instead, and the page is lit exactly the way the game is lit.

The first screen is the whole pitch

Two lines carry the premise, the character stands in her own glow against a dark skyline, and the label under the buttons says it is an unofficial fan game. Nothing is promised that the game does not deliver.

A cast turns a demo into a place

A lamplighter robot that has tried four thousand matches, a baker caught halfway home, a cat that approves of you slowly. One line each is enough to make the city feel inhabited, and the row is swipeable on a phone.

The cast row on the landing page

Real gameplay, not a mockup

The clips on the page are recorded from the build itself, muted and looping. A player can tell the difference between a real jump and an animation made to look like one, and the page keeps its promise on the day the game opens.

Visit the live site

A trailer and a campaign ready before the door opens

A storyboard cut to a chiptune track, and a set of posts written for three different audiences: the people who grew up on this, players who follow pixel-art platformers, and parents of eight to twelve year olds. Each one gets the part of the story that speaks to it.

The worlds section on the landing page

Outcome

The page is live in Hebrew and English and the campaign is ready for release day. The game is built by a friend; the studio's part is the landing page, the trailer and the launch campaign.

What shipped

  • Landing page in Hebrew and English
  • Trailer storyboard and cut
  • Social set for three audiences
  • Launch art direction

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