
For the game Pipe Trouble (2012), Pop Sandbox created several full-size and compact sized arcade machines. I co-organized their placement and publicity across over 20 locations in Toronto (breweries, bars, cinemas, even Hotdocs Festival). It was unique and unconventional, because people are so used to playing games on the latest & greatest technology – this was a burst of the past but also provided a tactile way of playing the Pipe Trouble which really improved upon the core gameplay. This brought in all sorts of new audiences who felt a free arcade machine was more approachable and eye-catching than a regular gaming device.
I also managed press relations and social media for the game, planned the media launch event and organized our grassroots marketing campaign.
Press release
Media earned:
Further coverage on Canada.com
Further coverage on Financial PostAuxTV

Social media
Tweeted content for broad 18-35 audience of socially-conscious media consumers.
– Managed Twitter and Facebook accounts during international media storm surrounding the company’s videogame Pipe Trouble.