Little Cities was my first brand management responsibility at nDreams. Shortly after its successful launch, I was tasked with evolving the brand identity through four DLC updates and tweaking the positioning as the title came to PlayStation VR2 and Apple Vision Pro. It’s bloody lovely.
The term “cosy game” has become a micro-genre in and of itself, but the vagaries of what that actually means in terms of player-fantasy has…irked me. Anyway. The fascinating brand journey for Little Cities is how that notion of a “cosy” title can be weaponised (lol) as a point of difference; a strength that demonstrates real, tangible player experiences that are VR-first. Or in-short, for the VR market in particular, you can’t survive (or thrive) on vibes alone.
The lure of classic city building nostalgia is always strong, with a loyal fanbase of folks who fuss over tax revenue, zoning and occasional kaiju attacks…but being real, is that fun in a headset? Is it form of expression desirable enough for you to go into VR for? The true player-first innovation of Little Cities is that it doesn’t dump an established ‘flat’ genre in a headset - it (literally) leans into the form factor and crafts a city building game that is elevated by being played in VR.
The elephant in the room was a famous city building competitor coming to the same platforms. Therefore, from a brand ID and positioning perspective, the joy was in establishing how we celebrate Little Cities’ strengths to carve out a confident space for ourselves. If a competitor is selling mayoral spreadsheet fantasy, we’re selling delightful diorama creativity. Complexity and numerical detail may be a strength on KBM, but in a world of 1:1 gesture control, we’ve got bubble poppin’ UI and drag n drop building.
In essence - while competitors sold a city builder, we branded a city creator. We are not the same.
As the title evolved to new platforms and thus, new audiences, I guided the Little Cities brand through sensitive evolutions that dialled up different strengths while maintaining that core cosy DNA. For example, for a more traditionally ‘core’ audience on PlayStation VR2, shifting the focus to escapism, sandbox creativity and headspace to balance the deliberately ‘low stakes’ nature of the gameplay.
Little Cities (Meta Quest)
Little Cities: Diorama (Apple Vision Pro)
Little Cities: Bigger! (PlayStation VR2)
WORK TL;DR
- Positioning, competitor analysis
- Copywriting (messaging / TOV / blog content / store copy)
- Brand identity (key visual / logo / naming)
- Asset briefing (trailers / screenshots / social)
- Coordinating first party opps (PlayStation / Meta / Apple)
- Ownership of GTM