
Augmented Reality festival marketing: ODD company
Odd Company wanted to stand out in the fast-paced environment of music festivals. Their goal was twofold: capture valuable consumer data and create a memorable brand experience that resonated with a young, energetic audience. Traditional activations often get lost in the noise of large-scale events, so Odd Company turned to augmented reality festival marketing as a way to cut through the clutter and engage attendees in a new, interactive way.





The Approach:
We designed Odd Drops, a mobile-first, Web-based AR platform that blended gamification, instant rewards, and first-party data capture. Attendees simply scanned their phones to unlock floating Odd Company cans in Augmented Reality. Each virtual can acted as a token, stored in the player’s digital wallet, and could be redeemed immediately or saved for later.
Key features included:
Interactive AR gameplay: Players collected Virtual Asset Tokens (VATs) hidden across the event site.
Prize mechanic: Each VAT could be redeemed instantly for Odd Company merch or cold drinks—or saved for later in a digital wallet.
Festival exclusivity: Real-time redemption encouraged foot traffic to the Odd Tent.
CRM enrichment: Participation required age verification and opt-in, fueling first-party data collection through AR.
The Results
The campaign delivered strong results across both engagement and data capture:
1,325 festivalgoers registered
53% of landing page visitors converted into registered players.
Over 2,000 VATs dropped with 630 prizes redeemed.
50% of players collected rewards on-site, driving immediate engagement at the Odd Tent.
This augmented reality festival marketing campaign not only entertained but also transformed Odd Company’s presence at music festivals into a data-rich, high-energy brand experience.