everyman | BEAST MOB
Bringing Characters Into the Real World
EVERYMAN × SNAPCHAT LENS
Augmented Reality Storytelling and Audience Engagement
As digital collectibles and augmented reality began creating new opportunities for audience engagement, creators faced a new challenge: How could characters evolve beyond ownership and become interactive experiences? Beast Mob explored that question through Snapchat Lens experiences that combined character design, animation, and audience participation.
Year: 2020
Client: Beast Mob
Developer: Stix And Jones
Project: BeastMOB AR Experience
Character: Everyman
Industry: Digital Collectibles / Augmented Reality Experiences
Technology: Lens Studio, Snap AR, Maya
Role: Creator
Extending Digital Characters Beyond the Screen
To explore how digital collectibles could evolve into interactive experiences, I created a Snapchat Lens that brought Everyman into real-world environments. The project combined character design, animation, and augmented reality to transform passive audiences into active participants.
Developed through Six And Jones, Everyman extended a digital character beyond traditional media by combining character design, animation, and augmented reality. The Snapchat Lens allowed audiences to engage with the character in their own environment, blurring the line between physical and digital experiences while exploring new forms of interactive storytelling.
Are you ready to step into the Everyman’s skin? Scan the Snapcode below and see the world through his eyes… where the ordinary and the extraordinary collide.
🔗 Use the EVERYMAN BEASTMOB Lens on Snapchat
📲 Scan to transform. Adapt to survive.
The Challenge
Digital collectibles and character brands traditionally exist within fixed platforms such as websites, social media, or physical merchandise. The challenge was to create a more immersive experience that allowed audiences to interact with a character directly within their own environment, transforming passive viewing into active participation.
My Contribution
Created the Everyman character and overall concept
Designed the augmented reality user experience
Directed character development and visual storytelling
Developed the Snapchat Lens experience
Explored new applications for digital collectibles and interactive media
Integrated character design, animation, and AR technology into a unified experience
The Transformation
Everyman evolved from a static digital collectible into an interactive character experience. Through augmented reality, audiences could engage with the character in real-world environments, creating a more personal and participatory form of storytelling.
Why It Matters
Emerging technologies continually reshape how audiences engage with stories and characters. Everyman explored how augmented reality could transform passive viewers into active participants, allowing digital characters to exist within the audience's own environment rather than behind a screen.
By combining character design, animation, and AR technology, the project demonstrated how interactive experiences can deepen engagement and create new opportunities for storytelling beyond traditional media.
INDUSTRY IMPACT
Projects like Everyman helped demonstrate the creative potential of augmented reality as a storytelling medium. By bringing digital characters into real-world environments, augmented reality expanded audience participation and foreshadowed many of the interactive experiences now emerging across spatial computing, mixed reality, and location-aware entertainment.