Atari “Make Flowers Not War” Promotional Video

Client: Atari
Agency: Supercool Creative
Creative and Production: Supercool Creative
Director: David Murdico
Writers: David Murdico, Tommy Liu
View on: The UnderGarden’s official YouTube channel | GameTrailer.com

Two in-game soldiers, Hammer and Johnson, of a FPS game (known as Merc) are carrying out their mission when suddenly one is transformed into a space monkey-like creature to explore the wonder that is The UnderGarden. Going from a fervent, ramped soldier to a tranquil, carefree character Johnson pollinates flowers blissfully while unriddling puzzles with his newly acquired band who adds a soundtrack to his calm quest. In the midst of trying to locate Johnson, Hammer is abruptly taken into The UnderGarden as well where a sudden calm comes over him and he and Johnson proceed to venture the new world without a care in the world, happily.

Author:

Delivery & Optimization — “Time to Break Your Previous Best KPIs”

We hand off all final files with every spec you need—plus performance insights and recommendations for future variations and iterative creative testing.
We don’t just ship ads.
We ship ads built for longevity, adaptability, and ruthless efficiency in UA campaigns.

Post-Production — “Editing is Basically Witchcraft”

We cut fast, clean, and conversion-optimized.
This stage includes:
We test attention, clarity, emotional hits, and ad fatigue to deliver the strongest performing version of each creative.

Production — “Lights, Camera, Let’s Break the Algorithm

Depending on the chosen creative style, production may include:
Our directors and editors craft the perfect mix of comedy, spectacle, intensity, and gameplay clarity.

Creative Concepting — “Okay, Here’s the Insane Plan”

We pitch wild, smart, campaign-ready concepts tailored to your game and target audience. Expect treatments like:
Every concept comes with scripts, visual references, and platform-specific notes.

Kickoff & Strategy — “Let’s Figure Out What Makes Your Game Addicting”

We dig into your game: the mechanics, the art, the rage-quitting moments, the dopamine loops, the Easter eggs, the villains, the power-ups… and that one mechanic you think nobody notices but we absolutely do.

We identify:
This is where we decide how to make your game irresistible—or dangerously irresistible.