Trials Rising Seasons

Who: Ubisoft RedLynx
What: Live service marketing, seasonal campaign direction, key art, release trailers, visual systems, in-game content support, production alignment
When: 2019-2020

Trials Rising continued after launch as a live service game with six seasons of additional content. Each season needed its own identity and campaign while still reading as part of the same Trials Rising brand we’d set at launch. As Brand Art Director, I led the creative and visual development of the seasonal marketing with our brand art team across key art, release trailers, in-game and promotional visuals, and supporting materials.

The brief for each season came from the game team’s content roadmap — new tracks, new rider skins, new features, new themes. From there, the brand art job was to take that thematic raw material and shape it into a campaign with a clear hook, a key art, and a release trailer that felt distinctive enough to land as a new beat without fragmenting the brand.

The same principle I’d set for the launch brand carried through here: premium and cool, with the slapstick always in the room. Each trailer followed a similar architecture — open with the beautiful vista, build through the cinematic motorsport moment, then devolve into the chaotic punchline that’s actually what makes a Trials trailer feel like Trials.

A few of the gags landed especially well. One season’s trailer ends with a samurai riding a shopping cart. Another features a rider in a golden narwhal costume who Free Willies into the icy ocean at the climax. The futuristic season pass opens with a Back to the Future homage, builds through cinematic driving, and then abruptly crashes into a flying police car from the future. The architecture is the same across seasons; the joke at the end is what makes each one feel new.

The work shown covers three of the six seasons, with key art and release trailers paired to show how each seasonal idea translated across static and video formats.

Season 3-5 trailers and key art