Step Into SK-II CITY, A Virtual City Built For The Launch of The Brand’s New ‘VS’ Series

May 5, 2021 | Beauty & Health

SK-II has launched their first-ever virtual city SK-II CITY built in conjunction with the ‘VS’ animated anthology series, the global prestige skincare brand’s latest instalment to the SK-II STUDIO.

Inspired by the bustling sights, sounds and streets of Tokyo’s Shibuya Crossing, SK-II CITY welcomes visitors to watch the six ‘VS’ Series films in a virtual cineplex that simulates the immerse feeling of sitting in a theatre. The collection is based on the real-life experiences of six Olympic athletes, – gymnast Simone Biles, swimmer Liu Xiang, table tennis player Ishikawa Kasumi, badminton players Ayaka Takahashi and Misaki Matsutomo, surfer Mahina Maeda, and Hinotori Nippon, the Japan Volleyball team.

Each film is a mix of animation and live action and explores the different aspects of societal pressures that women experience: Trolls. Pressure. Image Obsession. Rules. Limitations. Machine-Like Mindsets. Brought to life in the form of a “strange beast” or “kaiju” in Japanese, each “kaiju” sheds light on the inner demon each athlete must defeat to pursue their destiny. 

Spanning across a broad range of genres including sci-fi, fantasy, action and sports, each episode features work from award winning animation studios – Imaginary Forces, Passion Pictures, Platige Image and C3 and original music from singer-songwriters like John Legend and Lexie Liu.

On the backstage tour, visitors can immerse themselves in animation sketches, film trivia and behind-the-scenes footage from the six athletes and singer songwriters John Legend, Lexie Liu. 

“We are thrilled to launch the SK-II CITY, as we premiere our next SK-II STUDIO blockbuster ‘VS’ Series. The SK-II CITY is inspired by our Japan heritage as well as our brand purpose #CHANGEDESTINY,” shared Sandeep Seth, Chief Executive Officer, Global SK-II in a press release.

“In these times of the pandemic, as international travel is still restricted, we want to be able to provide our consumers a gamified experience that she can gain inspiration and shop in a safe yet entertaining and meaningful way.”

Source: SK-II