Brand Experience · Behavioural Campaign

RIMBA RIUH

A campaign concept that turns ATLAS vending machines into living virtual-pet habitats, reconnecting time-poor urban commuters with Malaysian wildlife through small, repeatable acts of care.

Role
Concept Developer
App Designer
Motion Designer
Video Editor
Tools
Illustrator · Photoshop
After Effects
Collaborators
Bryan Leong
Shan Yong
Willion Yap
Module
Industry Based Project
Duration
June–Aug 2026

01 — Industry brief

Reimagining 10,000 machines

A live industry brief from ATLAS Vending and Etika, developed with M+C Saatchi Karsa, challenged us to make an established vending network meaningful to Gen Z audiences aged 18–30. Our response approached the task like an agency pitch: behavioural idea first, campaign ecosystem second.

RIMBA RIUH industry brief overview
RIMBA RIUH industry brief challenge

02 — Problem & insight

A high-traffic ghost town

Machines sit in busy places but remain emotionally invisible. We reframed each one as something living and reactive: a small habitat whose character changes through transactions, attention, and continued care.

03 — Big idea

Transactions power the pet

RIMBA RIUH combines Malaysian wildlife with the noisy rhythm of commuting and the nostalgic logic of a virtual pet. Consumers become caretakers; ordinary purchases become tiny contributions to a character’s wellbeing.

04 — Character system

Six personalities from the rimba

Maya, Tido, Madu, Pelulu, Juju, and Fiki translate Malaysian wildlife into expressive companions. Each character gives the platform a distinct mood while keeping the wider identity playful and collectible.

05 — Mechanics

A care loop built into the commute

The user journey connects discovery, purchase, character response, rewards, and return visits. The mechanics needed to feel immediate at the machine while leaving enough depth for an ongoing relationship.

06 — Companion platform

ATLAS Pocket

The mobile extension carries the pet beyond the vending moment. It holds progress, rewards, and character interactions in one place, making repeat engagement feel continuous rather than transactional.

07 — Feasibility

Built on what already exists

The proposal reuses the existing machine network and adds a layered digital experience rather than demanding an entirely new infrastructure. Cultural familiarity and commercial repeatability work together.

08 — Campaign execution

From machine to public ritual

The campaign expands through contextual touchpoints that introduce the pets, explain the care loop, and give commuters reasons to notice and revisit the machines.

09 — Story & design development

Building the case, frame by frame

Storyboards shaped the case-study narrative before the visual system was refined through interface studies, motion tests, character applications, and pitch layouts.

10 — Final pitch

Less Rush. More Riuh.

The final case study brings the strategy, character system, experience mechanics, and campaign together as one pitch. The finished film and complete 30-page deck bring the strategy, character system, experience mechanics, and campaign into one presentation.

RIMBA RIUH pitch deck page
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