Random Acts of Flyness is uncategorizable. The visual storytelling of this series is the organized chaos of a waking half-hallucination and part video art-installation.

This campaign was a study in honoring artistic vision while still finding points of audience accessibility. It challenged me to think differently about how content is experienced and how audiences engage with layered, conceptual work. Working with Terence Nance was inspiring—his creative process was nonlinear and expansive, and it pushed everyone on the team to meet the work where it was, rather than trying to fit it into any box. It reminded me that sometimes the most effective strategy is the one that dares to be entirely unexpected, original. The Random Acts campaign became a blueprint for how experimental, artist-led work can be brought to market with integrity, imagination, and purpose.

Objective

Develop and execute a scalable campaign to introduce Random Acts of Flyness, the groundbreaking late-night series from multi-hyphenate creator Terence Nance, to multicultural audiences—with a specific focus on reaching and resonating with African American viewers.

Approach

Random Acts of Flyness is less a traditional series and more a work of experimental art. Visually rich, structurally fluid, and thematically dense, it offered a deeply original take on patriarchy, white supremacy, romance, ancestral trauma, sensuality, and liberation—all expressed through an unpredictable stream-of-consciousness format.

From the start, it was clear that the campaign needed to be just as bold, inventive, and genre-defying as the series itself. Traditional marketing tactics wouldn’t suffice; this was about creating a cultural moment that matched the spirit and intention of the work. The goal wasn’t just to promote the show—it was to shift audience consciousness alongside it.

To accomplish that, we developed activations that doubled as artistic interventions. In collaboration with Terence Nance and HBO’s in-house digital and social teams, I worked on the creation and launch of a mobile-first video game experience titled "Kekubian Assassin." Inspired by one of the show’s vignettes, the game invited users to experience a surreal, first-person commentary on toxic masculinity and street harassment—blending play with provocation. It offered audiences an embodied way to interact with the series' themes, extending its impact beyond the screen and into culture.

In New York City, we brought a multi-day pop-up experience to SoHo that encompassed a myriad of themes from the series — replete with set-inspired vignettes, crystal readings, and esoteric workshops — and brought the show’s fictional product to life with an infomercial-inspired sales kiosk.

Impact

Random Acts of Flyness garnered critical acclaim, including a Peabody Award for its innovative storytelling and cultural significance. The mobile game experience became a point of press and cultural conversation in its own right, helping to expand awareness among digital-first audiences and positioning the series at the intersection of art, technology, and social commentary.

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