
THQ brought us in to do what we do best. Build the digital layer between a game and its audience. Across multiple title releases, we designed and developed microsites and Facebook canvas apps that gave each game its own presence, its own voice, and its own way of pulling players in. THQ made the games. We used the web to get players ready for them.
Each title came with its own release window, its own audience, and its own set of expectations. There was no single template to work from and no one-size approach that could serve a kids cartoon tie-in and an adult party game equally well. The work demanded range, and it rewarded the kind of thinking that treats every project as its own creative problem rather than a variation on the last one.
What you see here is a sample. The catalog also included titles like Kung Fu Panda, uDraw, and You Don't Know Jack, as well as others.
Two titles, two completely different worlds, one consistent challenge. Capture the energy of the game before anyone picks up a controller. The Penguins of Madagascar brought slapstick chaos and a cast of characters kids already loved. Marvel Super Hero Squad: The Infinity Gauntlet took the iconic Marvel roster and reimagined it through a younger, more playful lens. Each needed a digital experience that felt native to its universe, not just a page with a buy button on it.
Not every game speaks to the same person, and the work had to reflect that. Costume Quest was a charming, story-driven RPG aimed at younger players, a microsite experience built to match its whimsical tone without the distraction of social mechanics. Truth or Lies was a different animal entirely, a party game for adults that lived as much on Facebook as it did on consoles. The canvas app let players answer questions, post results, and pull friends into the game directly from their feed, turning the marketing into an extension of the experience itself.