
SNAP x GOSPOOKY
VENOM LENS
SNAP x GOSPOOKY
VENOM LENS
SNAP x GOSPOOKY
VENOM LENS
A partnership built for pushing boundaries
GoSpooky and Snapchat have built a long-standing creative partnership rooted in a shared obsession: pushing the boundaries of what augmented reality can do. As a social-first creative agency, GoSpooky thrives on turning bold ideas into boundary-breaking digital experiences and Snapchat’s ever-evolving AR tools offer the perfect playground. Together, the two have launched a wide range of standout campaigns that merge creativity and cutting-edge tech, sparking conversation and connection across platforms.
A partnership built for pushing boundaries
GoSpooky and Snapchat have built a long-standing creative partnership rooted in a shared obsession: pushing the boundaries of what augmented reality can do. As a social-first creative agency, GoSpooky thrives on turning bold ideas into boundary-breaking digital experiences and Snapchat’s ever-evolving AR tools offer the perfect playground. Together, the two have launched a wide range of standout campaigns that merge creativity and cutting-edge tech, sparking conversation and connection across platforms.
A partnership built for pushing boundaries
GoSpooky and Snapchat have built a long-standing creative partnership rooted in a shared obsession: pushing the boundaries of what augmented reality can do. As a social-first creative agency, GoSpooky thrives on turning bold ideas into boundary-breaking digital experiences and Snapchat’s ever-evolving AR tools offer the perfect playground. Together, the two have launched a wide range of standout campaigns that merge creativity and cutting-edge tech, sparking conversation and connection across platforms.
From fan to antihero: becoming Venom in AR
For the theatrical release of Venom: The Last Dance, Sony Pictures collaborated with GoSpooky and Snap to bring the beloved antihero to life in a way fans had never experienced before: by literally stepping into his skin. The creative challenge was simple to articulate, but complex to execute: how can we let users become Venom? The answer was to create an AR Lens that delivered an immersive, cinematic-quality transformation: right inside the Snapchat camera.
The result was a hyper-realistic, face- and body-tracking Venom suit that enveloped users in real time. Through custom blendshapes, motion-reactive animations, and dynamic materials that responded to the subtlest facial cues, the Lens blurred the line between viewer and character. The transformation didn’t just look like Venom, it felt like Venom. Saliva moved as the user shifted, the symbiote skin rippled and glistened, and the digital suit seemed to crawl onto users’ faces with eerie realism. The level of detail, motion reactivity, and technical polish set a new benchmark for immersive experiences in mobile AR.
From fan to antihero: becoming Venom in AR
For the theatrical release of Venom: The Last Dance, Sony Pictures collaborated with GoSpooky and Snap to bring the beloved antihero to life in a way fans had never experienced before: by literally stepping into his skin. The creative challenge was simple to articulate, but complex to execute: how can we let users become Venom? The answer was to create an AR Lens that delivered an immersive, cinematic-quality transformation: right inside the Snapchat camera.
The result was a hyper-realistic, face- and body-tracking Venom suit that enveloped users in real time. Through custom blendshapes, motion-reactive animations, and dynamic materials that responded to the subtlest facial cues, the Lens blurred the line between viewer and character. The transformation didn’t just look like Venom, it felt like Venom. Saliva moved as the user shifted, the symbiote skin rippled and glistened, and the digital suit seemed to crawl onto users’ faces with eerie realism. The level of detail, motion reactivity, and technical polish set a new benchmark for immersive experiences in mobile AR.
From fan to antihero: becoming Venom in AR
For the theatrical release of Venom: The Last Dance, Sony Pictures collaborated with GoSpooky and Snap to bring the beloved antihero to life in a way fans had never experienced before: by literally stepping into his skin. The creative challenge was simple to articulate, but complex to execute: how can we let users become Venom? The answer was to create an AR Lens that delivered an immersive, cinematic-quality transformation: right inside the Snapchat camera.
The result was a hyper-realistic, face- and body-tracking Venom suit that enveloped users in real time. Through custom blendshapes, motion-reactive animations, and dynamic materials that responded to the subtlest facial cues, the Lens blurred the line between viewer and character. The transformation didn’t just look like Venom, it felt like Venom. Saliva moved as the user shifted, the symbiote skin rippled and glistened, and the digital suit seemed to crawl onto users’ faces with eerie realism. The level of detail, motion reactivity, and technical polish set a new benchmark for immersive experiences in mobile AR.







A second twist: Venomized pets join the party
But the idea didn’t stop there. During the concepting phase, one playful suggestion changed the scope of the experience entirely: “What if we venomized people’s pets too?” That twist added an extra layer of creative and technical complexity. Real-time pet recognition on Snapchat was still emerging, so our team had to stretch the limits of what was possible. By working within the constraints of existing pet lens tech, we built a second experience, one where users’ cats and dogs could also get the Venom treatment. The UX had to account for unpredictability: different pet breeds, lighting conditions, and movement patterns. The final result was both entertaining and wildly shareable, making it one of the most inclusive and delightfully weird AR stunts we've created to date.
A second twist: Venomized pets join the party
But the idea didn’t stop there. During the concepting phase, one playful suggestion changed the scope of the experience entirely: “What if we venomized people’s pets too?” That twist added an extra layer of creative and technical complexity. Real-time pet recognition on Snapchat was still emerging, so our team had to stretch the limits of what was possible. By working within the constraints of existing pet lens tech, we built a second experience, one where users’ cats and dogs could also get the Venom treatment. The UX had to account for unpredictability: different pet breeds, lighting conditions, and movement patterns. The final result was both entertaining and wildly shareable, making it one of the most inclusive and delightfully weird AR stunts we've created to date.
A second twist: Venomized pets join the party
But the idea didn’t stop there. During the concepting phase, one playful suggestion changed the scope of the experience entirely: “What if we venomized people’s pets too?” That twist added an extra layer of creative and technical complexity. Real-time pet recognition on Snapchat was still emerging, so our team had to stretch the limits of what was possible. By working within the constraints of existing pet lens tech, we built a second experience, one where users’ cats and dogs could also get the Venom treatment. The UX had to account for unpredictability: different pet breeds, lighting conditions, and movement patterns. The final result was both entertaining and wildly shareable, making it one of the most inclusive and delightfully weird AR stunts we've created to date.
An Award-Worthy AR UX
This project exemplifies the future of immersive marketing. It wasn't just an ad for a movie - it was an experience fans could enter, feel, and share. From a technical UX standpoint, it demonstrated how responsive and adaptive AR can be when designed with both utility and emotion in mind. From a creative lens, it proved that even the wildest ideas (like turning your dog into a Marvel antihero) can become reality with the right tools, the right platform, and a willingness to experiment.
Distributed through Snapchat’s Lens platform and showcased via a case study on LinkedIn, the experience gained organic traction and praise across social, tapping into both fandom culture and everyday users. It stands as a a example of how extended reality can unlock new forms of digital storytelling: ones that are interactive, inclusive, and designed for a generation who expect more from their screens.
“GoSpooky helped us break new ground in immersive AR by bringing Venom into the real world. They took a wild idea, Venomizing your pets, and turned it into a brilliantly shareable experience which really connected with fans and new audiences.” - Rose Phillips, EVP Global Digital Marketing and Social Media, Sony Pictures Entertainment
An Award-Worthy AR UX
This project exemplifies the future of immersive marketing. It wasn't just an ad for a movie - it was an experience fans could enter, feel, and share. From a technical UX standpoint, it demonstrated how responsive and adaptive AR can be when designed with both utility and emotion in mind. From a creative lens, it proved that even the wildest ideas (like turning your dog into a Marvel antihero) can become reality with the right tools, the right platform, and a willingness to experiment.
Distributed through Snapchat’s Lens platform and showcased via a case study on LinkedIn, the experience gained organic traction and praise across social, tapping into both fandom culture and everyday users. It stands as a a example of how extended reality can unlock new forms of digital storytelling: ones that are interactive, inclusive, and designed for a generation who expect more from their screens.
“GoSpooky helped us break new ground in immersive AR by bringing Venom into the real world. They took a wild idea, Venomizing your pets, and turned it into a brilliantly shareable experience which really connected with fans and new audiences.” - Rose Phillips, EVP Global Digital Marketing and Social Media, Sony Pictures Entertainment
An Award-Worthy AR UX
This project exemplifies the future of immersive marketing. It wasn't just an ad for a movie - it was an experience fans could enter, feel, and share. From a technical UX standpoint, it demonstrated how responsive and adaptive AR can be when designed with both utility and emotion in mind. From a creative lens, it proved that even the wildest ideas (like turning your dog into a Marvel antihero) can become reality with the right tools, the right platform, and a willingness to experiment.
Distributed through Snapchat’s Lens platform and showcased via a case study on LinkedIn, the experience gained organic traction and praise across social, tapping into both fandom culture and everyday users. It stands as a a example of how extended reality can unlock new forms of digital storytelling: ones that are interactive, inclusive, and designed for a generation who expect more from their screens.
“GoSpooky helped us break new ground in immersive AR by bringing Venom into the real world. They took a wild idea, Venomizing your pets, and turned it into a brilliantly shareable experience which really connected with fans and new audiences.” - Rose Phillips, EVP Global Digital Marketing and Social Media, Sony Pictures Entertainment



