COOP Erbsli RunCoop wanted an advent moment people would open the app for. Not another Christmas spot to scroll past. So we built Erbsli Run: a fully 3D mobile game where a lonely can of peas sneaks into a familys Christmas cart, past Mom and Dad, before the little girl who wants them gives up. Four languages. Fourteen days. A million plays.
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 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.
Tap to slide forward while they talk. Freeze the moment the parents turn. We dont want to get caught. One minute per round. Long enough to stick around to keep playing but also win and secure the COOP voucher.








The Game: Youre the Can.
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The brief was the checkout queue. Ninety seconds to make someone want to play β and come back tomorrow.




AI Vision to 3D Craft
AI ran iteration after iteration in 3D for us. We used it to find the right tonality early: the mood, the palette, the shape of the family, seen from every angle before anything was committed.
Then came the real work. We optimized and built the final set of elements you play with. The father grew a beard. The girl got a bow. The can found its face. We refined and modeled each one by hand, until they stopped looking like references and started looking like themselves.




AI Vision to 3D Craft
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A mobile-only, full 3D world in under 20 MB.
A users attention span here 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, 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.
We got too attached. Somewhere between the 3D pass and launch, the can and the girl stopped being assets and started being people we joked about. The memes weren't a deliverable though, but a super fun side effect.
Lorenz Meier, 3D Designer




A Million Plays in Fourteen Days.
It launched for advent and ran for two weeks. A million plays, in four languages, on a build that loads before the queue moves. Launch day brought more than double the traffic of our first Coop game.
plays in 2 weeks
1+m
languages
4




Studio memes, What happened after launch
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