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2025 One Show - Moving Image Craft & Production

Become The Knight

Agency ALTO NY / New York + RESET + Meta Reality Labs / San Francisco

Client Meta Reality Labs

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Category

Special / Practical Effects / Single

Annual ID

OS25_MI102M

Background

To generate excitement around the new Meta Quest 3/3S headset, Meta partnered with Alto to develop a campaign that shone a Bat Signal on their biggest game ever—Batman: Arkham Shadow.

As one of the most popular and critically acclaimed gaming franchises of all time, selling people on a new Arkham game wouldn’t be an issue. Fans have been begging for it for over nine years. Our challenge was convincing gamers skeptical of VR to set aside their bias for traditional consoles and give us a shot. Our job was to turn the game's biggest potential sticking point into its biggest strength, immersing fans in Gotham City like never before.

Creative Idea

How do you show people what the most exciting VR game yet to emerge looks like when you’re limited to showing it to them on a flat screen? You can’t—so instead, you show ’em how it feels. Directed by the legendary Johan Renck and scored by The Prodigy, this film is an invitation to don the mask, pull on the gloves, step into the shadows—and, for the first time, BECOME THE KNIGHT.

Rather than relying on traditional gameplay footage or live action sequences, we told the story entirely through shadows, capturing the immersive, physical intensity of Batman: Arkham Shadow in a way that felt both cinematic and true to the game. Gotham’s defining element—darkness —became our visual language. Figures weren’t revealed by light but shaped by its absence, immersing the audience in a world where they could feel Batman and his enemies without ever fully seeing them.

Every element was designed for immersion. The only way you can truly experience the game is through theMeta Quest 3/3S headset. Our BECOME THE KNIGHT work was built to showcase the feeling of playing the game and becoming Batman

Insights & Strategy

Since the first Batman comic, every fan has dreamed the same “what if...what if I were Batman?” They’ve chased that fantasy through comics, games, movies, and daydreams. With seemingly no other options—pages, flat screens, and a good imagination had to suffice.

Batman: Arkham Shadow in VR changed that. When you play Arkham Shadow, you don’t just control Batman—you become Batman and experience the world of Gotham City through his eyes. You fight with his fists. In order for Batman to punch, you have to actually punch.

We knew traditional gamers were skeptical of VR games. So instead of asking them if they wanted a new Batman game in VR—a question likely met with high skepticism—we asked a more powerful one: Do you want to become Batman? Research combined with years of fandom and common sense told us the answer was an overwhelming yes.

This reframing of our assignment defined our campaign strategy.

Execution

Capturing the immersion of Batman: Arkham Shadow in a 2D format required more than just showcasing gameplay—it had to feel like stepping into Gotham’s shadows. Traditional trailers couldn’t convey the game’s intensity, so we turned to the defining element of Batman’s world: darkness. Shadows became our storytelling device, shaping a narrative where figures weren’t revealed by light but defined by its absence. This concept also allowed us to faithfully represent the game—a first-person POV game—where you never see Batman in full frame.

Authenticity was key. Every movement needed to reflect Batman’s combat style, so we worked with professional stunt performers—including a veteran Batman stunt double—to ensure every strike and takedown mirrored in-game mechanics. Practical shadows alone weren’t enough, so we filmed against white backdrops, capturing raw motion before reshaping it in post. This allowed the shadows to move with dynamic realism, heightening the impact.

The editing was designed for maximum impact, using sharp cuts, dynamic pacing, and sound design that heightened tension without revealing too much. Gotham itself was built from real-world decay—shot across three Eastern European cities—to create a timeless yet fractured setting. Through set extensions, graffiti, and lighting, we crafted a city on the brink of collapse. Every frame was meticulously designed to immerse audiences in Gotham’s underworld.

The result was a striking, high-contrast film where shadows weren’t just a stylistic choice but the driving force of the narrative, pulling audiences into the darkness of Gotham, the shoes of Batman, and the world of Arkham Shadow.

Results

It is too early to report results for this campaign.

2025 Awards

Total Points: 3

Merit

Credits

Agency

ALTO NY / New York

Client / Brand

Meta Reality Labs / San Francisco

Production Company

Reset

Animator

Ben Meals

Design Director

Ryan Darcey

Director

Johan Renck

Director of Photography

Erik Messerschmidt

Executive Creative Director

Jason Bagley

Motion Designer

Marcell Gulyas

Music Supervisor

Ian Herbert

Sound Designer

Sam Ashwell

Strategy Director

Drew Phillips

Head of Design

Brian Loehr

Animation Director

David Lam

Brand Lead

Meredith Parsia

Business Affairs Lead

Vaishali Sharp

Business Affairs Manager

Marisa Hyland

Co-President

Winslow Bright

Colorist

Jean-Clément Soret

Comms Planning Director

Charles Lee
Josh Chang

Director Global Marketing, Reality Labs

Kim Blanding

Director of Art Production

Julia Menassa Panev

Director or Product Marketing

Ashley Kelly

Director, Corporate Communications

Ashley Zandy

Executive Creative Director, Partner

Dan Kroeger
Pierre Janneau-Houllier

Founder & Design Director

Erik Herrstrom

Founder, Chief Creative Officer

Hannes Ciatti

Gameplay Demonstrator

Thomas Dunaway

Head of brands

Shannon Coletti

Head of Creative, Program Management

Jenn Cook

Head of Creative, Reality Labs

Jorge Calleja Acuna

Head of Marketing Insights

Micah Lomax

Head of Marketing, MV Content

Lauren Hussey

Head of Metaverse Content

Sam Ryan

Head of Product Marketing

Brian Strumpf

Head of Production

Mustafa Imam

Head of Strategy, Partner

Tara Fray

Head of Studio

Ryan Payton

Integrated Marketing Manager

Justin Levenstein
Natalie Roberts

Integrated Producer

Marvin Cassell

Lead producer

Heather-Lew Norman

Line Producer

Kevin Comer

Managing Director

Sarah Traverso

Managing Partner

Ed Rogers

Managing Partner, Entertainment + Production

Matt Bonin

Marketing Research

Charles Ugalde
Kimia Paridehpour

Marketing Researcher

Cassandra Witte

Media Planning Manager

Kasey Carpenter

Music Editor

Dylan Nowik

Narrative Director

Brendan Murphy

Operations & Production

Kara Griffin Cushman

Principal Gameplay Engineer

Troy johnsen

Product Marketing Manager

Steve Norman

Production Designer

Jan Houllevigue

Program Lead

Holly Nicolson

Program Manager

Nicole Jenkins
Kane Chamorro

RL Communications

David Gordon

Senior Director, Reality Labs

Dave Kaufman

Sr. Brand Director

Erandika Weerasinghe

VFX Supervisor

Antoine Moulineau

VP Marcom, Reality labs

Shachar Scott

VP of Communications

Ha Thai

VP, Consumer Marketing & Growth

Denise Moreno

VP, Head of Creative

Tom Markham

VP, Oculus Studios, Metaverse

Gio Hunt

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