Overview
Role: Lead Game (System/Narrative) Designer, Product Manager, Composer
Platform: VR/PC/Mobile/Console
Duration: 19 months
Team Size: 15
Summary: Shipped 3 avatar item features for Rec Room (social cross-platform UGC MMO) to enable item quests based on special items that triggered gameplay content, leading to $3.5 million in revenue, activations with the NFL, Mattel, and Republic Records, and a real-life ARG geocached quest
Deliverables
Design Goals

Feature Design
Narrative Design
These narrative item quests were based around multiple characters, world lore, and related avatar items I managed and designed (S. and Elseware) which encouraged players to actively discuss in online forums and social media. Through the clever use of subversive and secretive marketing (via Vtuber livestreams, social media Easter Eggs, and mysterious hints dropped in-game), players could discover the time and location of the next quest "drop" as well as where to obtain highly exclusive and coveted items (dubbed Catalyst items).
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Gameplay


Results
Drove over $3.5 million in revenue from sales of these special quest items, enabled partnerships with the NFL, Mattel, and Republic Records, broke multiple engagement and retention KPI records, and laid the groundwork for game-wide progression events known as Invasion. It also led to multiple viral videos (such as the one at the top of the page) and fan art in-game (below) based on the quest lore.
Through the clever use of subversive and secretive marketing (via Vtuber livestreams, social media Easter Eggs, and mysterious hints dropped in-game), we built hype and traction which ultimately resulted in a massive spike in daily active users and ARPDAU with each quest event (seen below with the red arrows) in addition to record-breaking ad conversions (close to 70% click-through and purchase conversion) and retention over time (with over 80% of players that engaged with our first quest continuing to engage with all our subsequent campaigns for 19 months).

Daily revenue over the course of 19 months, with the red arrows indicating the quest campaign events and their respective revenue spikes

Some of the in-game UGC fan shirts created by players