Project Team
&why Studio
Alexander Dohr
Jana Klostermann
Lorenz Meier
Dario Sanchez
Teresa Wimbauer
Skarde Keiper
COOP Erbsli RunCOOP was planning an advent game people would open the app for. Not just another Christmas spot to scroll past but something engaging and memorable. So we built Erbsli Run: a fully 3D web-based mobile game where a little girl tries to sneak a lonely can of peas into their familys Christmas cart - past Mom and Dad. 4 languages.
14 days of playtime. Over 1 million plays.
Mobile Gaming
UX/UI Design
Real-time 3D








You're the can - get into the shopping cart.
We played several game ideas through with COOP and finally built this one: the oldest playground game in the world, restaged as a Christmas-aisle heist. Youre the can. Mom and Dad are the obstacle. The goal is to get home and get into the cart without being caught.
Users tap to slide forward while the parents are distracted talking. Then freeze the moment the parents turn. We slowly make our way up the isle as we dont want to get caught.
One minute per round. Long enough to stick around and to keep playing but also short enough win and secure the COOP voucher.








The Game: Youre the Can.
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We knew we only got 90 seconds attention. The goal was to have users win a voucher - and come back tomorrow.




AI Vision to 3D Craft
We leaned on AI to run iteration after iteration in 3D for us. We used it to generate prototypes to find the right tonality: We defined the mood, the palette, the shape of the family, and then visualizing every angle of the game.
Then came the real work. We optimized and built the final set of elements the users play with with all the relevant details: The father grew a beard. The girl got a bow. The can developed facial expressions. We final characters each refined and modeled by hand, until weve build a world that felt alive and adequate.




AI Vision to 3D Craft
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A mobile-only, full 3D world in under 20 MB.
We knew that a users attention span is 90 seconds at best. The game had to let people load, play, win and check out in less than that. To pull that off, we used a lot of different components working together.
React Three Fiber with baked textures and instanced shelf models to cut draw calls. Hand-animated characters, rive for the confetti, a custom Howler hook for sound, a Neon Postgres database behind the global highscore and Cloudflare in front of everything.
We compressed every asset until the whole game shipped under 20 MB.
A full 3D world in under 20 MB.
React Three Fiber, baked textures, instanced shelves, hand-animated characters. Every model and asset optimised so a phone waiting at a Coop checkout could load the whole thing in seconds.
It launched for advent and ran for two weeks generating a million plays, in four languages.
1 million plays in 14 days




&why's "Peaquito" Lovestory
We got really attached to the pea can peaquito. Somewhere between the 3D clearance and the launch, the can and the girl stopped being just assets for us and started becoming people we joked about. The amount of related memes we created werent a deliverable though, but a super fun side effect.
3D Printed Pea Can
Memes
30+




Studio memes, What happened after launch
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