Originally conceived by the creative team at Crispin, Porter + Bogusky, the launch of Rooftop Racer was set to coincide with the inaugural Coke Zero 400 NASCAR race that took place in July of 2008. Players were to be handed control of NASCAR driver Elliot Sadler's vehicle and challenged to win the race while balancing an open bottle of Coke Zero on the car's roof.
As the project's primary development partner, Hook was responsible for every aspect of production with the exception of sound (Human) and user interface design (Crispin Internal).
The working challenge of the production was to deliver current generation console graphics (XBOX360, PS3) within an online, in-browser experience
capable of operating on mid to low end home computers. To solve the problem, an in-house team of three worked non-stop for ten weeks to wholly develop the game's custom flash engine, game play design, distinct visual style, full 3D environment containing Coke Zero City, unlockable content, twenty-six seconds of CG animation and several in-game special effects including rain and flying debris.
Upon release, the game won an FWA and received praise as one of Crispin's most popular engagements of its time.
In addition to the core game development, CG cinematics were created for the game's introduction and win sequences. In total, 64,000 frames were rendered to complete 24 unique shots.Should you find yourself curious about gameplay quality but unwilling to gamble on an actual interactive experience, look no further.
Campaign Components
- Microsite Flash Game
- Custom Game Engine
- CG Cinematics
- All CG Game Content & Effects
- Tournament System
- Easter Eggs