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Tumbles

Players fell for Tumbles. He started as a side character, a clumsy little guy who couldn't stop tripping over his own feet, and the audience adopted him fast enough that the question stopped being "who is Tumbles" and became "how do we lock him in so this doesn't break."

That lock-in is the work we did with the in-house game team led by Brad Ellis. A character bible that defines everything: personality, voice, visual rules, the objects he carries, how he moves, what he would and wouldn't do. The kind of document that lets a puppeteer, an animator, or a merch designer all put Tumbles into something new and have him still feel like the same guy. Built so the love players already had for the character could keep compounding.

Getting him in the game

The in-house team at ClassDojo brought Tumbles to life inside Dojo Islands. 3D renders, animations, quests, loading screens, marketing pushes. He went from a character on a turnaround sheet to the first face players see when they open the app.

Swifty Tush