SILICON CITY
Training Application for Intel
Silicon City was developed in collaboration with Ideas Collide, a full-service marketing agency, with the goal of creating a distinctive reward model for Intel employees upon completing training modules.
After presenting various concepts, we settled on an interactive city that would "power on" progressively as employees finished their courses. This project provided an opportunity to apply unique game design principles and introduce significant gamification, creating a compelling reward structure. The product was highly successful at launch and continues to be live today.
The premise was that different training courses (dependant upon length) were worth different coloured Chips. Those chips would then be rewarded to users so they could power on a building within the city. Upon completion of a city block users earned raffle tickets for company rewards. So I designed a city of varying blocks, that required varying coloured chips to activate. Layered with a static system called the Stickerbook that rewarded users on a set schedule (every 8 buildings powered on). Combined it resulted in an overlapping reward schedule that left players always just a short step away from the next reward.
Responsibilities
Served as project manager and producer, acting as the primary liaison with Ideas Collide to ensure strict adherence to Intel's standards.
Led the game design for the city layout and reward schedule, integrating various interconnected game mechanics.
Managed the import and implementation of the city in-engine, collaborating with art and tech teams to ensure seamless asset loading for web deployment.
Learnings
Refined my ability to communicate game design concepts in neutral language, ensuring clear alignment across industries. This ongoing learning process helped foster a shared vision for the product during pre-production.
Gained expertise in maximizing creative potential within the constraints of strict brand guidelines.
Learned to design experiences that are intentionally brief and passive, crafted to be satisfying in the moment but ultimately encouraging users to exit the experience once its purpose is fulfilled.
GAME SNAPSHOT -
GAME SNAPSHOT -
Original rough layout of the city, as it was in development.
Final city layout that offered the best reward schedule for potential users. The buildings that comprise a city block, are coded in their respective colour chip.
Final city operating in-engine. Showcasing the onboarding process for new users, as well as activations for how buildings react when powered on.