Microsoft Retail wanted to transform its stores into destinations where customers could experience technology in unexpected ways. One of the most unique opportunities was the panoramic video wall—a digital canvas stretching more than 15,000 pixels across the store.
The panoramic video walls had already become a signature part of the Microsoft Store experience, showcasing product launches, seasonal campaigns, and immersive brand content. Sky Pirates was an opportunity to take the next step—transforming the giant digital canvas into a fully interactive gaming experience.
The Microsoft Stores had some seriously large video walls that allowed for larger than life interactive experiences.
Having already spent several years designing content for Microsoft's panoramic displays, I understood both the opportunities and the limitations of working on such an unusual canvas. That experience allowed me to jump quickly into concepting an experience that felt native to the space rather than simply stretching a traditional game across a much larger screen.
As Creative Director, I led the project from initial concept through final prototype, working closely with a talented team of illustrators, motion artists, designers, and developers to bring the world of Sky Pirates to life.
Sky Pirates was played with using Surface Pro tablets as multi-function controllers
Building the Wide World of Sky Pirates
One of my favorite parts of the project was creating an entirely original game world from scratch.
I developed the overall creative direction, gameplay mechanics, level layouts, and visual style while collaborating closely with the art team to shape the environments, characters, and animation. Every level was designed not only to be fun to play, but also to showcase the incredible scale of the panoramic display. Final art by Dave Peixoto.
Designing Around Constraints
Like any ambitious project, Sky Pirates came with its share of technical challenges.
The panoramic display system wasn't originally designed for games, so I spent a great deal of time working with our developers to understand its limitations and rethink how the experience should unfold.
Instead of treating those constraints as obstacles, we designed around them.
The final experience was divided into five connected levels. Three played across the panoramic video wall, while two took place directly on a Microsoft Surface tablet, which also served as the player's controller. This hybrid approach solved the technical challenges while creating a more varied and engaging gameplay experience.
Testing out gameplay on the in-store displays
Art Direction
Working with an incredibly talented group of artists and animators, I helped establish a colorful visual style inspired by classic side-scrolling adventure games.
From sweeping environments and airborne pirate ships to expressive characters and cinematic moments, every part of the experience was designed to encourage players to keep moving through the space and discover what was waiting around the next corner.
All final illustration work is by the talented Dave Peixoto.
Concept art for the world of Sky Pirates
The Final Experience
Sky Pirates was presented to Microsoft leadership as a fully playable proof of concept demonstrating how interactive experiences could transform the retail environment.
For me, the project was an opportunity to do what I enjoy most: helping shape an idea from its earliest sketches through gameplay, art direction, technical problem solving, and a finished experience that people could actually play.