
Smurfs
2025
During my work at Playtika, I worked on the game
"Solitaire Grand Harvest" they did a collaboration with the Smurfs brand for 1 year. Our game got to use Smurfs charctures and guidelines. My brief was to create social media visual language celebrating this partnership.
After the Smurfs characters and assets were designed in the style of the game, I was responsible for integrating them and creating compositions using the existing materials.
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I was involved in the creative process from concept to execution -developing the key messages and designing assets across multiple formats for Facebook, Instagram, and VIP player groups.
I created a teaser designed to build anticipation among players - hinting at who would be arriving next.
I used AI tools, specifically Genie Labs, to generate the scroll and supporting assets in the required visual style.

Teaser
I designed a promotional ad announcing in-game sales and special offers while celebrating the Smurfs collaboration.

Sale
VIP Design
VIP players have dedicated Facebook groups and exclusive in-game offers.
Their primary brand colors are
yellow and purple an a plus + sign.
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I created a mini-branding system for the VIP experience, including Smurfs-themed WhatsApp stickers and custom Facebook covers for each VIP manager.
These assets highlight the visual connection between Solitaire Grand Harvest characters and the Smurfs, blending both worlds into a cohesive
VIP visual language.






Whatsapp stikers

Cover photo
Farm & Smurfs




Creating unique connections and moments between the farm characters and the Smurfs characters - for example, pairing Mia, the farm’s cat, with Azrael, the Smurfs’ cat—to form a comic-style narrative that alerted players to the approaching end of the album.
Rita & Gargamel



I developed a visual language for the villains in the story - Rita the Spider and Gargamel. My goal was to give the typography a magical, enchanted feel.
I created the creative assets for the social media posts.


Toward the end of the Smurfs collaboration, a narrative-driven in-game experience was introduced, in which players progressed through Solitaire levels in order to save Papa Smurf from Gargamel.
I initiated an engagement-driven idea that invited players to share their current progress, fostering community conversation and increasing social interaction.