Cancer Blaster: A Case Study in Reskinning Games for Social Impact Using GroKit Core

Overview

This case study examines the development of Cancer Blaster, a reskinned version of 3lb Games’ Grokit game, as a powerful example of using GroKit Core to support a social cause. The partnership between 3lb and the Children’s Cancer Research Fund (CCRF) sought to raise awareness and funds for childhood cancer research while empowering children affected by the disease.

This case study also assesses the resulting marketing campaign which leveraged the innovative strategy of “reskinning” existing games to create a unique and impactful experience that promotes childhood cancer awareness and raises funds for vital research.

Challenge

CCRF aimed to increase awareness and funding for childhood cancer research while engaging a wider audience in a meaningful and memorable way.

Solution

3lb Games, an award winning XR game developer, partnered with CCRF to create Cancer Blaster. This add-on for their existing VR game, Grokit, repurposes core gameplay mechanics to simulate a battle against cancer cells.

Laying the Groundwork with Grokit

Grokit is a versatile and customizable suite of VR and MR games built upon the GroKit Core platform. Designed with ease of use in mind, Grokit offers low-friction, beginner-friendly games that can be adapted for a variety of business contexts, including trade shows, product launches, parties, and team building exercises. It features mixed reality gameplay, hand tracking (eliminating the need for controllers), multiplayer functionality for up to four players, and a simple “jump in and play” design requiring no account creation.

Grokit offers a library of existing games with diverse mechanics, such as “Chomp” (eating with hands), “The Force” (moving objects with hands), “Claws Out” (destroying objects with hands), “Feeder” (picking up and throwing objects), and “Shooter” (throwing objects). This allows for the adaptation of different gameplay styles to suit various themes and objectives.

At the heart of Grokit’s adaptability lies its reskinning capabilities, which allow for the rapid customization of existing game mechanics and assets, such as VR Environments, player characters, character hats/head decor, character hands, and interactive game objects.

Customization of these various game design elements are enabled through the use of GroKit Core’s suite of developer tools, which allows for shortened development time. As a result, Cancer Blaster featured a new “bloodstream” environment, highlighting GroKit Core’s ability to modify game settings.

GroKit Core also allowed for the customization of player characters and the addition of accessories, as evidenced by the new watch and hat options. Most importantly,the platform facilitated the replacement of game objects to align with the reskinned theme. In Cancer Blaster, objects in Grokit were replaced with representations of cancer cells, which players could eradicate through gameplay similar to the original Grokit experience.

GroKit Core and the Reskinning Process

3lb offers their clients a streamlined three-step, collaborative process for reskinning:

  1. Clients provide 3lb with their branding guidelines and up to four 3D gameplay objects representing their brand. 3lb can even create these 3D assets for clients who don’t have them.
  2. Clients review their customized game or experience, and 3lb makes alterations based on their feedback.
  3. Once finalized, the branded game is ready to be loaded up and played.

This process was central to the creation of Cancer Blaster. 3lb worked closely with CCRF and the Big Dreams Virtual Tour program and a group of children and teens impacted by cancer on the inspiration and direction of the experience. This collaboration ensured the game’s theme and design resonated with the target audience and effectively represented the cause.

Utilizing GroKit Core, 3lb Games adapted the Grokit game “Blaster” by replacing in-game objects to represent cancer cells and other relevant elements, designing a new “bloodstream” environment, and creating new avatar accessories, such as a watch and hats, based on concept art provided by the children and teens.

Since GroKit Core is a low-code rapid development solution, testing and refinement was also cost and time efficient, ensuring the reskinned game met the client’s expectations and effectively conveyed the intended message in a fraction of the time it would have taken for the client to build the experience from the ground up.

In order to make the experience accessible to a wide audience, Cancer Blaster was released as an add-on to the base Grokit game on Meta Quest platforms.

Cancer Blaster: A campaign for social impact

Reskinning games and applications can act as a powerful tool to help brands and organizations elevate their marketing strategies. Through Cancer Blaster, CCRF was able to create a highly immersive and unique experience which promoted their mission and raised both awareness and funds for childhood cancer research.

The campaign directly involved children and teens impacted by cancer in the game’s design process. This collaboration, therefore, provided a powerful and authentic perspective, making the game a more compelling representation of the fight against childhood cancer.

As an add-on to Grokit, the experience offered a new game environment and avatar accessories, motivating new and existing Grokit users to purchase and play. The direct donation model used also ensured that all sales of Cancer Blaster directly benefit CCRF’s research initiatives.

The campaign’s innovative approach and strategic partnerships are anticipated to generate significant results, including:

  • Heightened Awareness: The unique concept is expected to attract media attention, amplifying the message of childhood cancer awareness during Childhood Cancer Awareness Month.
  • Increased Fundraising: The $3.99 price point for the add-on makes it accessible to a large player base, maximizing the potential for donations to CCRF.
  • Positive Brand Association: The collaboration with CCRF enhances 3lb Games’ brand image, showcasing their commitment to social responsibility.

Conclusion

Cancer Blaster exemplifies the potential of GroKit Core to rapidly develop and deploy reskinned games for social impact. By leveraging GroKit Core’s features, 3lb Games and CCRF created an engaging and impactful experience that raises awareness, supports research, and empowers those affected by childhood cancer. The case study highlights the growing trend of using games for social good and demonstrates how technology can be harnessed to create meaningful change.

Published
Categories Case Studies