Clash from the Past

2022 marked a decade of Supercell’s Clash of Clans, and to celebrate, Supercell and Wieden + Kennedy wanted to create a series of time-bending mini-games. These games were prominently featured in the campaign's fictional documentary, "Clash From The Past: The Untold Story," and were made accessible to fans within the Clash of Clans mobile app.

Over 170 Million players across the globe tapped, punched, ran, and smashed their way to winning back Barbarian’s sword from evil goblins, ultimately transporting him back to present-day Clash of Clans.

The overall campaign won two Cannes Lion Grand Prix in Entertainment & Gaming categories.

Tools
Figma
Adobe Illustrator
Adobe Photoshop
Adobe After Effects
Unity 3D

Role
Art Director
Animator
UI Designer

Direct Team
Evan Rose, Founder of ROSE
Nicole Riemer, Assocaite Creative Director
Frank Vidal, Project Manager
Savannah Rheinhart, Project Manager
Marie Liao, Quality Assurance Engineer

Duration
3 Months (2023)

  • Supercell

    Darcie Burrell, Creative Director, Wieden + Kennedy

    Lawrence Melilli, Creative Director, Wieden + Kennedy

    Will Curtis, Copywriter, Wieden + Kennedy

    Liam McKacy, Art Director, Wieden + Kennedy

    Devin Brown, Producer, Wieden + Kennedy

    Butter, Sound Design

  • Damian Illincheta, Sprite Animator

    Emily Pitts, Sound Designer

    Lars Bijl, Storyboard Artist

    Muhammad Faisal, Game Developer

    Richard Hill-Whittall, Game Designer, Reset Games

    Digital Imaginary Studios, Character Modeling

    Petar Pehchevski, Character Modeling and Animation

    Kushtrim Thaqi, Animator

    Maurice Fletcher, Character Animator

    Adeel Afzal, Animator

    Shaun Chapman, Animator

    James Thorley, Sound Designer

    Yohami Zerpa, Lead Game Developer, Gamebop

    George Elhabr, Project Manager

    Lucas Hill, 3D Artist

    Piotr Radecki, Pixel Artist

    Leonidas Maliokas, Game Developer, Gamebop

    Stiven Ilaraza, Game Developer, Gamebop

    Syeda Ambreen, Quality Assurance, Gamebop

    Leonidas Maliokas, Game Developer, Gamebop

    Eduardo Araujo, Game Artist, Gamebop

    Alexander Emeliyanov, Game Developer, Gamebop

    Atif Raheem, Game Developer

Where it all (fake) started…

ROSE created three mini-games in just three months to help Supercell celebrate their #Clashiversary. Each game tied into a fictional documentary Supercell produced about the "history" of Clash of Clans. In the storyline, Clash debuted in 1982 to massive success, followed by Clash Dash in the early '90s. Then, in the early 2000s, Clash: Cradle of Darkness was released — the infamous "monstrosity" that nearly ended Clash as we know it.

80s CLASH

The first mini-game in the series was a platformer inspired by 1980s classics like New Super Mario Bros., where players control a Barbarian smashing through buildings to retrieve a stolen sword while dodging goblins. ROSE handled the full concept development, creating the game’s graphics, characters, cutscenes, point systems, and mechanics. I contributed by designing the game menus, controls, and backgrounds, providing art direction to ensure the characters matched the era’s graphic style, and providing input on the cutscene development.

90s Clash Dash

The second mini-game, inspired by 90s racing games, had players racing to recover Barb’s stolen sword while riding one of six characters on the Barbarian’s back. This game was more complex, requiring all assets to be fully modeled and rendered in 3D. I contributed by designing 2D mockups and textures for characters and environments, and provided art direction for the 3D modeling of key assets, including characters, coins, and power-ups.

2000s Clash: Cradle of Darkness

The final game in the series drew inspiration from early 2000s open-world adventures and featured Barb in a showdown with the Goblin Chief to reclaim his sword. Although it was not released publicly, it was fully developed to serve as visual content for the anniversary mockumentary. I was responsible for designing Barbarian’s movement system, determining how animations should be rigged for actions like walking, running, jumping, rolling, and punching. I also contributed to the user interface and menu design, ensuring consistency with the visual tone of the era.