Alejo Molochnik
← All work

Case 09 · Experience

Coca-Cola
Reborn

Client
The Coca-Cola Company
Markets
Europe
Channels
Mobile experience, 3D world, retail
Team
WPP Studio X
A 3D-rendered bottling plant in mint green and red, with empty glass Coca-Cola bottles travelling along curved conveyors.
The whole world is built in two colours — and neither of them is the green you would expect from a recycling campaign.

Most people sort their rubbish and quietly assume it makes no difference. So instead of arguing, the work hands them the machine.

A colour decision that carries the argument

The palette is pale seafoam against Coca-Cola red. Not environmental green — the mint of tiled bottling halls and returnable-glass crates. It argues from memory rather than from virtue, which is the difference between a brand that recycles and a brand that always did.

Every form is rounded, matte and slightly oversized. The plant is modelled like a toy rather than an industry, so it reads as something you operate instead of something you are lectured by.

And the story is told entirely by the bottle. It goes in clear and empty; it comes out dark and full. No line of copy has to explain the transformation, because you watch it happen to the same object.

In motion

Empty clear glass bottles travelling along a patterned conveyor.
In: clear, empty, weightless.
Filled dark Coca-Cola bottles under a capping carousel.
Out: dark, capped, full. That is the entire argument, made without a word.

The factory

Wide view of the rendered Coca-Cola factory with multiple conveyor levels and machinery.
The full plant. Red appears only where a machine does something to the bottle.
Detail of a rendered machine with a curved pipe over a conveyor of empty bottles.
Soft edges throughout — nothing in this factory could cut you.
Conveyor detail with empty bottles and a patterned belt.
Capping machine with red nozzles above bottles on a curved belt.
Detail of an LED sign on a machine reading COCA-COLA FACTORY in a pixel typeface.
The only typography in the world is an LED strip, rendered pixel by pixel.

The game

Stacked red Coca-Cola crates filled with bottles.
A filled bottle and a poured glass on a mint table against a red tiled wall.

Vertical, timed, scored. The 3D had to be art-directed knowing an interface would sit on top of it — timers, counters and buttons are part of the composition rather than something dropped on afterwards.

The experience

The experience in use — countdown, collection, washing, refilling, crate. One bottle followed past the point where most people stop caring.

Into retail

Retail visual for the Greek market: three rendered hands reaching for a two-pack of Coca-Cola Zero Sugar on a green field, with a recycling call-out on the label.
Greece. The same rendering language carried onto a value pack, with the recycling line on the wrap — the world of the game reaching the shelf.
Contact

Let’s build what comes next.

LinkedIn /in/alejomolok