
The seven-year campaign delivered tens of millions of views and helped Fanta achieve a 3% increase in sales volume - the strongest growth of all the top 10 soda brands. From the East Blue to the New World, anything related to the world of One Piece belongs here If youve just set sail with the Straw Hat Pirates, be wary of spoilers on this subreddit If you want discussion, please sort the subreddit by New.
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They also expanded the universe of Fanta-themed entertainment to include over two dozen more spots, a mobile game, and an interactive graphic novel. Welcome to r/OnePiece, the community for Eiichiro Odas manga and anime series One Piece.

With ‘Bounce’ Psyop built on the huge popularity and success of the initial spots, evolving the design to a more modern, sophisticated 3D look.
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The Fanta brand was woven into the entertaining mini-stories and slices of life, full of mischief and surprise, which stayed on trend with new fashions, looks and tech, and emphasized music-driven storylines in simple settings, for nonverbal, universal appeal, and easy adaptation to multinational markets. When Ogilvy tapped the studio to help re-invigorate and re-brand Fanta (another Coca Cola brand) to young people globally, Psyop invented and designed an imaginative, Fanta branded world of ‘Play’, populated with a squad of fun, universally relatable characters who would inspire teens around the world to playfully battle the dull grown-up world. The seven-year Fanta ‘Play’ campaign was yet another example of Psyop building a marketing/entertainment franchise. The original commercial earned multiple top awards including a Creative Emmy nomination and a Cannes Silver Lion, and was a turning point in Psyop’s industry profile, launching its insurgence into full 3D character based world building and storytelling.

The project, which tapped into the world’s emotional relationship the Coke brand, was one of the most successful commercials in Coca Cola’s history, and was the cornerstone of the five-year ‘Happiness in a Bottle’ campaign, spawning several follow up films, an online game, physical toys, and a World’s Fair pavilion. Still, to this day, one of the finest examples of blurring the line between marketing and entertainment (there is a product in almost every shot!), Psyop - collaborating with Wieden+Kennedy Amsterdam - conceived of and built the Happiness Factory - the hidden world inside a Coke machine populated with whimsical characters whose one purpose in life is to imbue each and every bottle of Coke with happiness, and spread it to the human world.
