In this campaign from Wieden+Kennedy New York, Delta Air Lines is moving past just enticing consumers with the amazing parts of the destination. Instead “Home,” Delta Air Lines’ first brand campaign of 2024, leans into the Delta level comfort of travel with the focus on the trip back home.
At the center of the campaign is this film depicting a group of friends coming back from a bachelorette party to a grandmother returning home after visiting her grandkids. Directed by Mark Molloy of SMUGGLER, the spot shows how Delta Air Lines provides an on-board experience that makes you comfortable on all your trips even if you only want to be at one place… home.
Sean McLaughlin, group creative director at W+K New York, said, “When it comes to airlines, it’s not always easy to talk about service. What I love about this work is that it shows how part of great service is thinking beyond just bringing you a great meal, it’s bringing you to a great truth about why you might be flying in the first place. It’s about knowing where a passenger’s head is at, appreciating it, and then living up to those expectations.”
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Credits
Client Delta Air Lines Agency Wieden+Kennedy NY Marques Gartrell, Brandon Henderson, chief creative officers; Sean McLaughlin, group creative director; Nik Reed, creative director; Marc Duran, Jessica Ghersi, associate creative directors; Bowook Yoon, art director; Ray Ali, Sara Carr, copywriters, Nick Setounski, head of production; Cheryl Warbrook, executive producer; Rodrigo Nino, producer; Kareem Adeniran, jr. producer; Jasmine Sarbaz, art sr. producer. Production Company SMUGGLER Mark Molloy, director; Brian Carmody, Patrick Milling-Smith, Sue Yeon Ahn, exec producers; Jenni Haberstock, producer; Nicole Holloway, production supervisor; Chris Mandato, commercial coordinator; Marc Kelly, first AD; Robbie Ryan, DP; Pili Weber, production designer; Michelle Martini, stylist. Casting Beth Melsky Casting Beth Melsky Editorial Cabin Editing Company Carla Luffe, editor; Adam Becht, exec producer; Astrid Cedeno Franco, Natalia De Jesus, cutting assistants; Lisa Barnable, head of production; Zack Herpy, sr. producer; Noelle Lucien, associate producer. Social Finishing CabinFX John Kowalchuk, 2D animator. VFX Preymaker Angus Kneale, Verity Kneale, Melanie Wickham, heads; Luis Martin, exec producer; Ija Ochoa, Michelle Cevallos, producers; Ruben Vandebroek, Tobey Lindback, Paris Hall, Zhenya Vladi, Gigi Ng, Ed Lopez, Simon Holden, Kieran Walsh, Shannon Lee, Kristof Monori, Byron Tofas, Kelley Harris, Nicholas Taylor, Nicholas Young, Ben Weaver, Samantha Wood, Edward Grad, VFX. Audio Post Sonic Union Fernando Ascani, sound designer & mix engineer; Quinton Carr-Goodwin, assistant engineer; Patrick Sullivan, head of production; Music Company, Original Music Walker Sara Matarazzo, managing director; Stephanie Pigott, exec producer; Danielle Soury, sr. producer
Exploding miniature cities. Cel-animated fists through portals. Real martial arts choreography. And a man eating 12 hot dogs without blinking. mo.co – the new campaign for Supercell’s latest IP – is a riot of craft, chaos, and gaming absurdity, directed by Agile/JOJX’s Zac Ella in partnership with ad agency CALLEN.
The campaign centers on three POV-style short films – Luna, Manny, and Jax – each styled as a startup pitch from inside the mo.co universe. Visually and tonally distinct, each piece channels the personality of its protagonist, from glitchy, live-edited montages to spoof TED Talks and VHS-filtered action reels.
Shot primarily in-camera, the films feature live stunts, pyrotechnics, hand-built miniature sets, model cities, and prosthetic limbs. One actor was even scanned into the game engine to create a seamless virtual double. Three VFX studios worked across the project, helping embed the films with blink-and-you’ll-miss-it Easter eggs – from hot dog power-ups to color-coded explosions debated over two weeks.
“It’s dense, silly, and layered on purpose,” Ella says. “The goal was to make the films fun on the first watch – and even funnier on the fifth. It’s a fever dream, crafted frame by frame. The worlds had to feel lived-in and real, even though they’re totally surreal. Even the monsters got manicures. We went absurdly deep on the small stuff – because fans notice everything.”
Created in close collaboration with Supercell’s lore team, the campaign plays like a lovingly unhinged expansion of the game’s universe—one that exploded into fan feeds after an early leak stirred online buzz ahead of launch.
“Luna, Jax, and Manny are 20-year-old monster-hunting startup founders and they... Read More