CAPCOM

MONSTER HUNTER: The Hunt Came to Life

AR GAME
INFLUENCER
PRODUCTION
LAUNCH

Launching a global AR game by turning the real world into a hunt

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Monster Hunter dominates Japan. But to break through in the U.S., Capcom needed more than a flashy launch—it needed cultural ignition. This wasn’t about selling a game. It was about starting a movement.

We were asked to create a launch event for Monster Hunter Wilds that did what no trailer or press kit could: make American players feel the hunt.

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A live portal into the Monster Hunter universe

We scrapped the standard party playbook. Instead, we built a fully immersive, gamified experience where every guest became a monster hunter.

From the moment they entered, players received Monster Hunter passports and stepped into a living quest system. Reflex trials, hidden markers, life-size beasts—all designed to test courage and reward skill. Each challenge earned stamps and unlocked exclusive in-world gear.

The party became content Influencers didn’t just attend—they streamed their hunts live. Every boss fight, every stamp, every triumphant shout reverberated online. The event turned into a rolling wave of social content across the gaming ecosystem.

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Hunting for Hype—And Hitting 10 Million Strong

A 75% engagement rate and a historic franchise record

More than 600 guests joined the quest. Three out of four completed it. And the ripple didn’t stop at the venue.

Monster Hunter Wilds went on to sell over 10 million units worldwide—the fastest-selling title in Capcom’s history. We didn’t just launch a game. We ignited a fanbase.

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