Case 09 · Experience
Coca-Cola
Reborn
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
The factory


The game


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
Into retail