top of page

Berggruen Institute is working with world-class scientists, artists, and sci-fi writers to craft a fictional yet plausible solar system, exploring unimagined possibilities of life's emergence elsewhere.  Examining the fundamental question of how life might have formed under different circumstances, this science first interdisciplinary team has brought fictional planets to life in Proxima Kosmos.   Led by Berggruen's Future Humans director Dr. Claire Webb, this project is expansive and groundbreaking.  With new planets evolving and ready to explore, how would anyone know that it existed? ​Ode To Joy was hired to help introduce the people of Earth to a brand new theoretical world.  ​Future Humans poses the question, “If alien life exists, would we recognize it?”   We focused on events and content aimed at the very groups (astro-scientists, writers, artists, world-builders) that would be most interested in this type of science based creative exploration.  Our strategy focused on both in person high-touch experiences showcasing inter-disciplinary creation, as well as low-touch broader reach media that offered a bite sized compelling point of entry.  Working with a few existing video assets, we created content, voiced by Keith David, introducing the planets of Proxima Kosmos.  We produced a traveling lecture series that included both scientists and artists of all backgrounds to illuminate the project.  We found locations and timed our events to tap the communities most interested in the world beyond our own. Crafting zines, an outdoor campaign, bookmarks and posters, we worked with the designers to create physical assets that people could take with them, making the theoretical more tangible, and planting seeds to disperse project awareness.  We brought in PR support to target key audiences and successfully engaged journalists to embark on this journey. https://www.forbes.com/sites/lesliekatz/2025/03/06/these-new-planets-arent-real-but-science-says-they-could-be/

Working with the National Women's History Museum, Ode to Joy offered strategic, ideation, and production expertise to conceive and execute a new social series to make people aware of the importance of putting women back into history.  We developed an approach that focused on capturing a younger audience and meeting them where they are at, on their phones.  Our first campaign focused on STEM heroines, and crafted with an ownable digital style, tone and structure allowing for future campaign content featuring sports and other subject specific content while building a cohesive body of digital first work for the museum. Using a slightly more cheeky and entertaining tone than their usual fare, OTJ worked with the museum to ask their social media following to consider all of the women missing from the past.  Launched on social media in June of 2025, these two spots would become the most watched content produced by the museum, and would help them close various fundraising opportunities from women around the globe.

06journey-bam-pftk-superJumbo.webp

Working with the American Composers Orchestra and the Brooklyn Academy of Music, Ode to Joy Executive Produced a new interactive music experience that invited families to rediscover orchestral music through gaming. Never the same each time it's performed, Journey LIVE was an interactive parable, marking an unprecedented formal exploration in which live musicians respond to the actions of video game players—in real time—on stage. In this collision of mediums, Ode to Joy teamed up with composer/conductor Austin Wintory, American Composers Orchestra, and BAM to present an original, interactive real-time game play and live music performance of the Grammy-nominated score of Journey, the most beautiful game of its time.  2 sold out shows at BAM Harvey and heaps of emotional tears from a very moved crowd, this special show offered an entry to onboard gamers to experience the power of orchestral music and music lovers to experience gaming as an artful narrative.  ​ https://www.nytimes.com/2024/12/06/arts/journey-live-video-game-music.html

On the heels of the wildly successful Met Unframed we asked our partners what they most needed next.  The answer was clear. They needed people, specifically families, back in the museum."Our solution, meet kids where they are at and play to their interests and strengths, making a family activity that would allow everyone to experience the museum in a new way.  Was it possible to turn the entire museum into one giant game for kids?  Working with The Metropolitan Museum of Art, Verizon, and Roblox we helped build a first-of-its-kind mobile interactive AR experience. Upon entering the museum kids are immediately drawn into a virtual scavenger hunt, armed with a map and educational clues to go find 37 pieces of art scattered throughout the museum's permanent collection.  Once scanned, kids can unlock and digitally “acquire” replicas of the objects for their Roblox inventory.  The physical to digital experience allows ongoing engagement and exposure to the collection even after families leave the museum.  Heralded as a breakthrough in museum experiences for kids, we brought education, art and gaming together allowing The Met to enter the metaverse on Roblox.

In late 2019 we had an idea, could we use the 400,000+ digitized pieces at the Metropolitan Museum of art to put on the largest outdoor art exhibition ever seen?  Through some serious networking, we found ourselves at the steps of the Met meeting with the Chief Communications Officer. Our question was simple, if we could find the funding, would the Met be interested?  With his support, we found a great partner in Verizon and we were off to the races.  On March 12th, 2020 we were supposed to have our kickoff meeting.  Then, Covid hit.  Undeterred, we reached back out to Verizon. Would they be open to using Verizon 5G to help power an experience that used the digital collection to let people see the museum while its doors were closed and all travel was stopped?  A few phone calls later and The Met Unframed was reborn. Blurring the line between physical and virtual, and using the digital layer as connective tissue, we were able to help craft a unique experience that allowed users and art enthusiasts to be transported into the heart of the MET and explore it as if they were there. Part AR, part game, part virtual tour, the experience included a dozen galleries and the renowned Great Hall entirely created in a uniquely digital realm. The experience was a huge hit.  Amassing over a billion impressions, with viewers from 153 countries, we brought joy in a time of sadness.  The Met Unframed was recognized as one of the biggest digital events of the year, racking up virtually every major media award. Check out more on the making of The Met Unframed. https://vimeo.com/650452167

Awards

Cannes Lions Silver, Bronze
One Show Gold Silver, Bronze
ADC Gold, Silver, Bronze
Clio Awards Bronze


 

D&AD Shortlist

Andy Awards Gold

New York Festivals Gold, Silver, Bronze
Webby Awards People's Voice and Webby Winner

AICP Next Shortlist

Shorty Awards Gold, Bronze

Effies Bronze, Finalist

bottom of page