The SpongeBob Movie

How SuperAwesome x Paramount delivered an award-winning, global in-game adventure with local fan impact.

📍 Location: Global, Spanning 22 Markets

aweint

Results

➜ +225M engagements

➜ 78% Video Completion Rate (+8pts vs benchmark)

➜ 19.4% Engagement Rate on Interactive Filmstrips (+ 12.4pts vs benchmark)

image 114

The Challenge

Paramount faced a complex challenge in a crowded holiday entertainment landscape. The core “villain” here was not just competition, but the difficulty of modernizing a legacy IP for a new generation.

  1. Re-igniting Fandom
  2. Fragmented Attention
  3. Local Relevance at Scale

The Solution

To engage teens effectively, SuperAwesome deployed an insights-driven strategy powered by Awesome Intelligence, our audience data and recommendation platform.

SuperAwesome and Paramount built an ecosystem approach

Awesome Gaming (1)

Gaming (The Anchor)

Because the audience is fragmented across thousands of experiences, we created a connected ecosystem rather than a standalone game. We anchored the campaign in Teamwork Puzzles but built cross-game quests in titles like Untitled Fling Game and Easy Teamwork Obby. This ensured we met players in multiple places, driving exploration and repeat play across the platform.

Awesome Creators (1)

Creators (The Amplifier)

To extend the story beyond Roblox, Paramount partnered with top creators in key local markets. These influencers teased gameplay and shared tips via YouTube long-form and Shorts, turning gameplay into cultural conversation. Cutdowns were also amplified across YouTube, harnessing Creators’ authenticity through ads.

Awesome Ads (1)

Media (The Awareness Driver)

To drive cinema tune-in, custom animated borders and scrollable filmstrips ran across trending gaming apps and premium YouTube inventory.

Because we know kids change as they grow, we specialized the design, custom interactive filmstrips were built and segmented by age, ensuring maximum relevance for each developmental stage.

Execution

Part 1: Re-igniting Fandom with UGC

Research showed that fans wanted to participate. We distributed 25,000 exclusive UGC items, turning players into walking billboards who carried the fandom into other games.

Design Younger vs Older

Part 2: Youth Expertise in Design

We specialize in kids, and because we know kids change as they grow, we designed our creative for the different needs of different age groups.

Group 187

Part 3: Creator “Early Access”

Instead of just paying for shout-outs, we took some creators to the premiere and gave them early access to the Obby. They produced “how-to-beat-it” guides, ensuring that when the game launched, the audience was already primed with the knowledge to win.

Results

The Ecosystem Approach:

  • Scale: 225 million total engagements (vs. 186M goal) and 80 million visits (vs 55M goal), as well as 13M billboard impressions
  • Active Play: Players spent 121,000 hours in the Obby. They didn’t just watch; with 2.9 million starts, they actively participated. +23K in-game items & UGC items claimed
  • Retention: The “Ultimate” UGC items sold out in the first week, proving the “cross-game hunt” strategy successfully drove players across the ecosystem.

The Age-Specific Design: Our decision to tailor creative to developmental stages paid off.

  • Filmstrips: Achieved a 19.4% Engagement Rate (vs. 7% benchmark).
  • Animated Pre-Rolls: Achieved a 78% Video Completion Rate (vs. 70% benchmark).
  • YouTube Trueview: Achieved a 58% View Rate (vs. 40% benchmark)
Group 163

We won FOUR Shorty Awards, taking home:

➜ Innovative Media Buying Strategy
➜ Brand Awareness Campaign
➜ 2 x Audience Honors (voted by the public)

Why It Worked

The campaign succeeded because it respected the reality of the audience: they are hard to find, but deeply engaged when you meet them on their terms. Paramount didn’t just buy media; they built a world that kids, teens, and families actively chose to inhabit.

➜ Multi-channel approach across gaming, creators, and interactive media.

➜ Inviting kids to become creators and incorporating UGC, we treated Gen Alpha like the active participants they are

➜ Age-differentiation in creative ensured the highest engagement.

Want to dig deeper? Get in touch with the team!

Contact us

Learn more about our solutions…

Teens 9

Influencer Marketing

Brand-safe influencer marketing and content creation for youth and family audiences.

Learn more

pexels-a-darmel-7862609

Gaming Experiences

Empowering brands to deliver safe and exciting, gaming programs to reach Gen Alpha and Gen Z.

Learn More

shutterstock_1905630148

Youth-Specialized Video

A purpose-built solution across YouTube, Connected TV, and in-app environments

Learn More