Viper

Video game installation.

Viper

A 6-foot portrait-screen build of a classic early-mobile game re-invented, played with a physical controller on Vodafone’s MWC stand.


Release Date

2026

Type

INTERACTIVE VIDEO INSTALLATION

Specifications

INTERACTIVE GAME BUILD, REAL-TIME TRIGGER ARCHITECTURE, MULTI-SCREEN ANIMATION, LEADERBOARD INTEGRATION

Role

PRODUCER, MOTION DESIGN AND TAKEOVER ANIMATION

Comissioner

VODAFONE GROUP


Viper was a 6-foot portrait-screen version of Snake, played with a physical controller on Vodafone's stand at Mobile World Congress 2026 in Barcelona. The stand marked 40 years of connectivity, and Snake, the game on the Nokia 3310, was a direct link to the first phones many visitors owned. Almost everyone already knew how to play it.

The game was connected to the rest of the stand through Pixera, the media server running content across a 32-screen installation and an 8-metre curved wall. Key moments in play (reaching a score threshold, entering the leaderboard, setting a new top score) triggered takeover animations across both displays.

I produced the project, taking it from brief to live build alongside our Technical Producer, and designed the takeover motion system. Each animation had to be read from anywhere on the stand and stand apart from the ambient content running on the same screens. The top-score takeover was the longest and most distinct, so a new high score was visible across the whole space. Timing was calibrated live on the stand so the link between the player's action and the room's response felt immediate.

I produced the project and designed the takeover motion system. Each animation had to be read from anywhere on the stand and stand apart from the ambient content running on the same screens. The top-score takeover was the longest and most distinct, so a new high score was visible across the whole space. Timing was calibrated live on the stand so the link between the player's action and the room's response felt immediate.

Top scores were also shown in the wider screen content, so the leaderboard became part of the stand itself.


An 8-bit inspired video game.

The brief: create a video game. Make it playable on the stand at Mobile World Congress.

The leaderboard transformed the installation across the day. Top scores were pulled out of the game screen and into the wider content environment, making a high score a public event rather than a private achievement. People came back. They watched others play. They waited for the takeover animations. A game that had started as a single-screen experience had become, in practice, a live performance — the player the unknowing performer, the stand the stage.

Technical Stack

HTML / CSS / JavaScript — game build and animation state management Pixera — media server, trigger architecture, multi-environment content management Physical controller integration — hardware to software input mapping Leaderboard system — score capture, persistent display, top-score trigger events Multi-environment synchronisation — 32-screen installation and curved display wall