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Make the message playable

Branded games

Threadlight
PizzaMan Flight

Build a clear challenge around the story, with the brand inside the action.

EXPLORETHE EXPERIENCE

Small games with a real creative purpose.

A small game can create a different kind of encounter: people are not only watching the story; they are making choices inside it. ehrlilab develops playable concepts and working builds around that opportunity. Work begins with a focused mechanic and a clear scope, then considers the requirements for production and delivery.

Choice and ranking games

Turn preferences into an interaction through simple comparisons, personal selections and a result that reflects the participant’s choices.

Trivia and quick quizzes

Make discovery active with concise questions, clear feedback and a tone that fits the campaign rather than a classroom.

Gesture-led games

Explore physical input when it improves the concept, while reviewing accessibility, hardware needs and the environment of use.

Reaction and timing games

Create a focused challenge around catching, tapping or responding, with the difficulty and feedback built around the audience.

Product-led mechanics

Make a product feature or campaign message part of the action instead of treating branding as a separate overlay.

Functional proof of concept

Test whether an idea feels engaging and understandable before committing to the wider production, integration and deployment requirements.

Puzzles and matching

Build a visual challenge around arranging, matching or completing an image, with the product woven into the mechanic.

Runner and obstacle games

Explore a focused movement challenge with a readable route, clear obstacles and feedback suited to the intended platform.

A game is only the start.
Plan how people find it.

Social entry points

Invite people into the game from campaign content and the right supported platform links.

Stories and short-form content

Connect a clear creative prompt with an accessible route into the experience.

Web and app destinations

Agree the host environment, integration and performance requirements before the build.

QR and physical touchpoints

Use approved QR routes on packaging, retail or event materials to bridge a physical moment and the game.

ehrlilab / 01

Find your way into play.

+10◉
Social linkWebsite or appQR touchpoint
Illustrative experience

INSIDE THE INTERACTION

A simple mechanic.
A clear reason to try.

PizzaMan Flight

Roll into the loop. Control the flight. Bring the bucket in for a landing.

Explore the study ↗
PizzaMan Flight — the bucket lands on the target with confetti and a landing-accuracy score
01

Start the roll

Hold to roll along the track, then release to pause. The loop sends the bucket into its automatic flip.

02

Control the flight

Hold for thrust and release to fall. The visible fuel bar makes the remaining lift easy to read.

03

Make the delivery

Aim for the landing zone. A successful landing brings confetti and a result, followed by another attempt.

04

Published Snapchat Lens

Published on Snapchat and presented as a proposed brand collaboration. Project context is included in the study.

Games & interactive experiences

Threadlight global scores screen from the original game recording

Threadlight

A luminous Snapchat game of timing, guardians and a winding woven path.

View study ↗
PizzaMan Flight — the bucket lands on the target with confetti and a landing-accuracy score

PizzaMan Flight

Roll into the loop. Control the flight. Bring the bucket in for a landing.

View study ↗
Indomie Slide Puzzle — completed McBrown portrait and Level 1 Complete reveal

Indomie Slide Puzzle

Choose a picture. Slide every piece into place. Take on two timed levels over the live camera.

View study ↗
Telecel Mahiti target-shooting game with colored SIM targets and a toy blaster

Telecel Mahiti

A brand promotion reimagined as a target-shooting AR challenge.

View study ↗
Gino pepper target game with suspended sachets, levels and a yellow blaster

Gino: pepper play

A playful shooting challenge built around recognizable product cues.

View study ↗
PizzaMan Tile Puzzle — a restored pizza and Level 1 Complete reveal

PizzaMan Tile Puzzle

Pick a pizza. Rebuild the picture. Take the sliding-tile challenge from 3 × 3 to 4 × 4.

View study ↗
CompuGhana This or That — a head tilt selects between an HP laptop and PlayStation 5

CompuGhana explorations

A head tilt turns product browsing into a choice: this one, or that one?

View study ↗
Dentsu School of Influence head-tilt quiz with two answers above the player

DSOI: tilt to answer

A head-tilt trivia experience that puts the player inside the question.

View study ↗
Telecel gesture game recording with tracked hand landmarks and target gameplay

Telecel: hands in play

A desktop experiment that turns a pinch gesture into game input.

View study ↗
Telecel Ghana Music Awards quiz showing a music question and two image answer choices

Music, memory & a head tilt

A social trivia concept built around Ghana Music Awards culture.

View study ↗

Why make
the story
interactive?

01

Explain through doing

Let an action communicate the product or campaign idea instead of relying only on a written message.

02

Make feedback immediate

Help the player understand what happened and what to try next.

03

Keep the interaction focused

Build around the strongest mechanic, then match complexity to the audience and setting.

04

Design a satisfying next attempt

Use a clear goal and fair feedback to help players understand how they could approach the challenge differently.

From idea to experience.

01

Choose one strong mechanic

Identify the action that best expresses the idea. Define the player journey, success conditions and boundaries before expanding the feature list.

02

Build to learn

Create a working build and try the interaction. Use observations to refine instructions, pacing, feedback and accessibility.

03

Scope the next stage

Review hosting, device support, integrations and operational needs. Agree what is required for production and a successful rollout.

A few good questions.

Are the showcased games live client campaigns?

Each study includes its project context and credits. Development work, concepts and proposals are distinguished from commissioned campaigns and documented public releases.

Can a game collect leads or award prizes?

Those features require additional scope, privacy decisions, operational rules and potentially legal review. We clarify the requirements before including them in a game build.

How does development begin?

The first build is designed to test the interaction and creative direction. Production requirements are then assessed separately, including hosting, device coverage, data handling and ongoing support.

What happens between the brief and delivery?

We agree the objective and interaction, review a visual direction, build a working version and refine it against the agreed scope. Review points and handover responsibilities are set before development.

Who handles platform approval and publishing?

We agree the publishing account and responsibilities at the start. Platform review is separate from the creative build, so approval, distribution and exact review timing are not guaranteed by the studio.

What assets do you need from us?

Usually the campaign brief, brand guidelines, approved logos, product imagery and any required copy. We identify gaps early and agree which assets you provide and which need to be created.

How are revisions and ownership handled?

Revision rounds, deliverables, source-file handover and usage rights belong in the project scope. We confirm those details before work starts rather than assume the same arrangement fits every project.

What about launch support and measurement?

The launch plan should identify who publishes, distributes and monitors the experience. We can discuss appropriate handover and measurement options for the platform; reach and campaign outcomes are not promised.

Let’s make it
something people experience.

Tell us what you have in mind. We’ll start with the idea.

Choose Gmail or an email app, then review and send your draft there. Gmail may ask you to sign in. Nothing is sent or stored by this website.

Play in the lab / 01

Catch the timing.

One cup. One landing zone. Hit the power at the right moment.

Score0
Flips0
POWER / aim for 44–60%

Aim for the lilac zone: 44–60%. Then press Flip.

Project recording

Project film