THE 14TH ANNUAL SHORTY AWARDS

The Shorty Awards honor the best of social media and digital. View this season's finalists!

Sinners: Survive the Night on Fortnite

Finalist in Interactive Content

Objective

The core idea driving Sinners: Survive the Night was to transition movie marketing from a passive viewing experience into an active, high-stakes survival simulation. By leveraging Fortnite (UEFN), the campaign aimed to bridge the gap between cinema and gaming, allowing Gen Z and Millennial audiences to "live the story" of 1930s Clarksville before seeing it on the big screen.

Rather than a simple branded map, the work utilized MetaHuman tech and a "Morality Mechanic"—where eliminated teammates transform into vampire enemies—to mirror the film's psychological themes. This turned the movie’s narrative DNA into a functional gameplay loop.

Specific Goals:

By turning players into participants, the goal was to transform digital engagement into a dominant $63.5M global opening weekend.

Strategy

To bring Sinners: Survive the Night to life, we moved beyond traditional marketing by treating the game as a cinematic expansion rather than a promotional tool. Our plan of action was built on three pillars: Technical Prestige, Narrative Gameplay, and Frictionless Conversion.

The Plan & Execution

We began by collaborating directly with director Ryan Coogler and the film’s creative team to ensure the 1930s Clarksville, MS, environment felt authentic. Using Unreal Editor for Fortnite (UEFN), we pushed the platform’s technical boundaries to achieve "AAA" visuals.

The execution was divided into a multi-layered rollout:

  1. Immersive Experience: We built a custom survival map featuring high-fidelity MetaHuman recreations of the six main cast members—a first-of-its-kind technical feat for a film on UEFN.
  2. Native Integration: To maximize reach, we partnered with Chartis to weave Sinners IP into existing high-traffic Fortnite games (Minigame Box PVP, Kagami), ensuring the film’s presence was unavoidable.
  3. The Influencer Pulse: We synchronized a global press tour play session in London with live streams from top-tier talent like Myth and Zemie, bridging the gap between Hollywood stars and the gaming community.

Key Features

What made this project unique was how it translated the film’s internal conflict into a mechanical reality:

Challenges & Solutions

The primary challenge was visual fidelity vs. performance. UEFN has strict memory limits, yet we were determined to deliver a cinematic aesthetic. We overcame this by using custom lighting rigs and atmospheric sound design to "trick" the eye into seeing more detail than the engine typically allows, eventually earning a spot as an “Epic’s Picks”featured game.

Additionally, we faced the hurdle of brand skepticism. Gamers often reject "ad-heavy" experiences. We solved this by making the gameplay genuinely challenging and rewarding. By prioritizing the fun of the survival-horror genre over the sell of the movie, we achieved an average session time of over 10 minutes—significantly higher than standard branded experiences.

Why It’s Unique

This wasn't just a trailer you watched; it was a world you inhabited. By merging the emotional weight of a Ryan Coogler film with the competitive adrenaline of Fortnite, we created a blueprint for the future of IP. We didn't just ask the audience to show up for the movie; we gave them a reason to defend its world before the first frame ever played in theaters.

Results

The results directly validated our objective to move beyond "passive awareness" and into active conversion. By achieving 40 million+ impressions and 7 million+ plays, we didn't just reach an audience; we occupied their time. An average session time of 10+ minutes is a massive win in the "scrolling era," proving that the high-fidelity UEFN world and Ludwig Göransson’s score created a deep emotional hook.

The campaign’s success is defined by three specific breakthroughs:

Ultimately, we consider this a success because we replaced the traditional "interruption" model of advertising with an "immersion" model. We didn't just tell people to watch a movie about vampires and morality; we made them survive it.

Media

Entrant Company / Organization Name

Sawhorse Productions, Warner Bros. Pictures

Links

Entry Credits