Real product, mid-round — three campaigns running on the same engine: a client's soccer-pitch game and two template campaigns.
Brand activations · arcade engine
Chase — Activation Game Engine
New brand = a config file, not a rebuild
- Problem
- Every branded game at an activation used to mean building a game: new client, new development cycle, new deadline risk. And an event kiosk can't depend on venue wi-fi to work.
- What we built
- One arcade engine where the brand is the game mechanic, not a skin. The three rounds above are the same engine: a soccer pitch where players collect a footwear client’s sneakers, an energy-management race where boosting drains the meter, and a product-domination round that crowns the promoted SKU on the field. A new client is a JSON file — logo, colors, products, win condition. One player, two-player co-op or split-screen versus; gamepads, arcade sticks or touch; an arcade leaderboard with three-letter initials; and an attract mode that plays itself between players. Fully offline, static files, runs on a Raspberry Pi in kiosk mode.
- What changed
- Standing up a new client's activation went from a development project to a configuration file — the same engine already runs six campaigns across four game modes. And with no network and no backend, there's nothing to go down in the middle of an event.
Zero runtime dependencies — the same experiential line as Vracer and Dragon Rings.