Vans World wasn't built to advertise to that audience. It was built to meet them where they already were, doing things they already cared about: skating, customizing, expressing themselves. The goal was something they'd actually come back to, not a branded billboard with a play button.
That meant solving three problems at once. Making Vans feel like Vans inside a platform with its own visual language and culture. Building enough depth to earn repeat visits, because an activation people see once is a campaign, not a platform. And staying true to skate culture, which is the brand's actual foundation, not a marketing angle.
Skate is authentic to Vans and gave us a core loop that rewards skill and repeat play. We built interactive skate features that gave kids something to get better at.
We built a version of the Vans Customs platform directly into the experience, so kids could customize shoes for their avatars using the same creative tools that power physical product.
BMX features, live streaming events, and a Gucci collaboration expanded the world over time and kept giving players reasons to return.
Since launch, Vans World has driven over 120 million visits and outperformed other branded activations on Roblox in both engagement and time spent, putting the brand in front of an audience it hadn't reached before.
The customization loop connected avatar expression back to real-world product, the same bet that started with the WebGL customizer, carried onto a new platform.