All work

Capped prize odds inside an app release

The Singapore member programme of a global contact-lens brand, with apps for wearers and practitioners, adding an instant-win game.

/work/prize-gameCame in new build

System
Instant-win game, prize engine, app and CRM integration
Ask
Drop-ball game for web and app, inside a CRM brief
Region
Singapore

The piece Forty-five thin rods gathered into three bars, each bar ringed by three caps.

  • 1035rows45 types by 23 prizes
  • 3profileslive at launch
  • 3capsdaily, per member, campaign
  • 15920peoplein the first three weeks

The ask

An instant-win game for web and app, drop a ball and win a prize, inside a brief to run the programme's CRM.

The real problem

Our first prize logic split players into 45 types, each with its own odds, limits and user story.

All of it had to clear the client's global security review and ship inside a regional app release.

Forty-five types to three

  • Idle
  • Live
  • Strain
  • Fail

The first specForty-five player types with their own odds and user stories, and 52 branches for one voucher, queued for security review.

What shippedThree live profiles over the full table, three caps on every prize, wired through the client's API gateway.

What we built

The prize engine behind the board draws every play from a table of 45 player types by 23 prizes. At launch it ran three profiles on top: non-members, members who had not bought and members who had.

Play credits follow the player's state: getting the app, buying or referring a friend each earn another play, up to five a day. A non-member keeps a prize with a mobile number and one-time code.

How we made it hold

We drew the hosting architecture and prepared the security submission. System testing was signed off on 4 May 2020, acceptance testing on 12 May.

Backstage The decisions behind the build, and the hardest problem

Decisions

  1. Launch on three profiles, with the 45-type table underneath.

    Forty-five types would not have cleared the security review and the app release in time.

  2. Three caps on every prize.

    Daily, per-member and campaign limits kept spending inside the budget whatever the odds.

  3. Prizes spent only in the app.

    A prize won on the web is kept with a mobile number and one-time code, then spent in the app.

Ruled out

  • The full 45-type logic at launch.

    Prize allocation alone ran to 45 user stories and a 52-branch tree for a single voucher.

The hardest problem

Releasing on someone else's schedule. The client's security review wanted every deliverable two weeks before approval. The game had to go out inside a regional app release, in a half-hour CRM window on 19 May.

The difference

  • Live on web and app in June 2020, inside the client's regional app release.
  • About nine in ten games started were played to the end.
  • 3,639 players were captured into the programme.

Who did what

m-anant
the logic, the cut to three, delivery
Weave
board, 21 reward cards, 42 screens
Forge
prize engine, caps, app and CRM integration
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