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Project Showcase

Project Showcase

DISCOVER HOW OUR ⠀CUSTOMIZED GAMIFICATION SOLUTIONS⠀ ARE TRANSFORMING BUSINESS STRATEGIES AND DRIVING RESULTS

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Present Box 2.0

For:

Users made purchases above a certain amount to open a gift box in the app

The value of gifts increased daily

Users shouted into the phone's microphone to open the box

AREA:

Partner under NDA

GOAL: Create a unique viral mechanic to ensure high conversion and retention during promotional events

DEVELOPMENT TIME: 6 weeks

RESULTS:
  • Bright advertising campaign with viral effect
  • Conversion rates exceeded planned metrics by 60%
  • Average user engagement in the promotion lasted 3 days in a row

E-Com marketing | Gamification

E-Com marketing | Gamification

pLAY

Time of Opportunities

FOR:

Based on the popular game «Among Us», a complex gamification was created where users performed tasks related to banking transactions

Points were awarded for completing the tasks, with the overall winner receiving a new gaming console

AREA:

GAZPROMBANK

GOAL: Develop a gamified competitive mechanic for Gazprom ank's anniversary to engage all employees nationwide

DEVELOPMENT TIME: 16 WEEKS

RESULTS:
  • Employee engagement exceeded 50% across all departments
  • 1300 unique users on the first day of the game's launch
  • Average duration of a game session – 13 minutes

HR in banking | Turnkey development

HR in banking | Turnkey development

pLAY

Football City

FOR:

The player manages a football club: hires athletes and managers, trains their skills, and improves the club's infrastructure

Building upgrades increase revenue and training efficiency

The team participates in matches against other players and AI

AREA:

PARTNER UNDER NDA

DEVELOPMENT TIME: 15 WEEKS

RESULTS (BETA):
  • 907 players without advertising traffic
  • 889 DAU (daily active users) on organic traffic
  • 87.8% of players returned daily
  • Top players spent up to 2–3 hours per day in the game

Sports marketing | Turnkey development

Sports marketing | Turnkey development

играть

Atomic Trip

FOR:

Players completed situational and test tasks related to the atomic fleet, with successful participants encouraged to submit resumes

Even the headgear and clothing choice at the very beginning of gamification was one of the tasks in the whole chain

AREA:

ROSATOM & HeadHunter

GOAL: As part of the Best Employer of the Year campaign on HH.ru, Rosatom asked our team to engage job seekers with a unique gamified experience

DEVELOPMENT TIME: 12 WEEKS

RESULTS:
  • Hundreds of relevant resumes collected
  • The viral effect on social media remained for over a full year after the release

HR | Turnkey development

pLAY

mmo rpg

FOR:

The largest multiplayer RPG, fully playable in a browser. Console-quality gameplay, dynamic battles, and advanced character progression. Cooperative and solo dungeons with unique mechanics and rare loot

The project is designed for a global audience with the possibility of customization through NFT

AREA:

PARTNER UNDER NDA

GOAL: create a large-scale MMORPG in a browser with high retention and clear monetization

DEVELOPMENT TIME: this is a current project

RESULTS (BETA):
  • 173k DAU (daily active users) in the first 5 days
  • 50% of players returned daily
  • Average time spent in the game: 2.5 hours per day
  • Average spend per player: $50+, with some players spending $1,000+

Blockchain | Modular development

Blockchain | Modular development

pLAY

Mini-games in Telegram

FOR:

A series of 6 dynamic mini-games on Telegram with meme coins and competitive PvP mechanics

The games motivate players to come back, break records, and invite friends — PvP tournaments with prizes and affiliate advertising are planned for the future

AREA:

PARTNER UNDER NDA

GOAL: create engaging and competitive games with the ability to easily integrate partner advertising

DEVELOPMENT TIME: this is a current project

RESULTS:
  • 173k DAU (daily active users) in the first 5 days
  • 50% of players returned daily
  • Average time spent in the game: 2.5 hours per day
  • Average spend per player: $50+, with some players spending $1,000+

Web3 | Turnkey development

Web3 | Turnkey development

pLAY

Discount Tree

FOR:

The gamification feature includes a “farm” mechanic. Participants grew and cared for “discount trees”

Coupons were collected and could be used for purchases on the platform

AREA:

PARTNER UNDER NDA

GOAL: encouraging users to use various discounts and coupons on the platform

DEVELOPMENT TIME: 16 WEEKS

RESULTS: The game had over 100,000 daily active users

E-Com marketing | Gamification

E-Com marketing | Gamification

играть

Dobry Kids

FOR:

A memory-based game for children, using the «Memo» mechanic

The game was designed to be engaging and encouraged users to return and play multiple times by associating gameplay with product purchases

AREA:

дОБРЫЙ (DOBRY)

GOAL: Create a marketing game to support the Добрый brand’s promotion and increase engagement through gamification

DEVELOPMENT TIME: 4 WEEKS

RESULTS: Increased user interaction with the brand, with a noticeable improvement in repeated participation

FMCG marketing | Gamification

FMCG marketing | Gamification

pLAY

Marketing in a creative environment | Gamification

Too Late to Be Afraid

FOR:

An interactive detective game based on the mechanics from the game Reigns

The game was designed to make users curious about the continuation of the story in the book, encouraging them to read further

AREA:

BOOKMATE

GOAL: Сreate a marketing game to promote the book “Too Late to Be Afraid” by Shamil Idiatullin and increase user engagement

DEVELOPMENT TIME: 3 WEEKS

RESULTS:
  • 34% of players went to the book's landing page
  • +28% increase in traffic to the book's landing page
  • Average session duration — 6–8 minutes

Marketing in a creative environment | Gamification

pLAY

Federation of Gorodki Sports of the Republic of Karelia

Kyykka

FOR:

A browser-based gamification of the authentic game Kyykka, accessible from any device

Players could learn about the sport and try their skills in three difficulty modes

AREA:

Federation of Gorodki Sports of the Republic of Karelia

GOAL: Engage a younger audience in offline tournaments of the national historical sport Kyykka

DEVELOPMENT TIME: 12 WEEKS

RESULT: Thousands of users have played the game since its inception

Sports marketing | Turnkey development

Sports marketing | Turnkey development

pLAY

Defi Racer

FOR:

Three mechanics: racing, garage (upgrades and car purchases), and a leaderboard

Players competed to get the most powerful car, which required 8-16 hours of gameplay

AREA:

1Inch

GOAL: hold a vibrant advertising campaign and tournament for the community during the Christmas holidays

DEVELOPMENT TIME: 12 WEEKS

RESULTS:
  • More than 1,000 active users participated in the tournaments
  • More than $10,000 in prizes were awarded

Fintech Marketing | Turnkey Development

Fintech Marketing | Turnkey Development

pLAY

Sibur Run

FOR:

During the game, participants collected elements in the air that symbolized Sibur's values

AREA:

SIBUR & HeadHunter

GOAL: Engage job seekers through a simple gamified experience representing Sibur's values

DEVELOPMENT TIME: 6 WEEKS

RESULTS:
  • The gamification has had a wide viral effect on social networks
  • Several hundred relevant resumes collected

Геймификация

Recruitment | Gamification

pLAY

Mi Bunny Ride

FOR:

Involving game with simple controls and complex mechanics, created according to the principles of «easy to learn, hard to master»

Implemented leaderboard and personal record system. The first commercial project of our agency

AREA:

Xiaomi Russia & PRT Agency

GOAL: Engage users in a fun gamified experience to increase brand loyalty and engagement

DEVELOPMENT TIME: 4 WEEKS

RESULTS:
  • The project was successfully realized in a short time
  • Several thousand game sessions have been conducted in gamification for the whole time
  • More than a thousand unique users tried their hand at the game

Retail Marketing | Gamification

Gamification

pLAY

Development

Burning Man Online

FOR:

Two technological stacks integrated (“Pixi + Player io” and “React + Google Firestore”), to ensure stability and technical performance

Authentic objects like art cars and fire barrels were added to replicate the offline event atmosphere in the online version

AREA:

Sparkle Verse

GOAL: Improving the stability of the immersive online platform for Burning Man Online 2021; additional effects to the gameplay part of the platform

DEVELOPMENT TIME: 12 weeks

RESULTS:
  • The event ran without technical issues, successfully capturing the essence of the physical event
  • The Burning Man effigy was burned right on time!

Online Event Product | Modular Development

Modular Development

Kickin’ It

FOR:

Users competed in a game to win tickets to the European Football Championship

AREA:

Boohooman UK

GOAL: Increase user engagement and conversion through a football-themed game

DEVELOPMENT TIME: 6 WEEKS

RESULTS:
  • In total, about 100,000 users participated in gamification
  • Almost 25% received promo codes for shopping in Boohooman online store as a prize

E-Com Marketing | Gamification

Gamification

pLAY

Flying Express

FOR:

Users participated in a Flappy Bird-like game, collecting coins to use as discounts and coupons

AREA:

PARTNER UNDER NDA

GOAL: Attract and retain users through a gamified promotional event

DEVELOPMENT TIME: 6 WEEKS

RESULTS: High user participation and increased sales

E-Com Marketing | Gamification

Gamification

pLAY

Present Box 1.0

FOR:

Users opened gift boxes by meeting certain conditions, with the value of gifts increasing daily

AREA:

pARTNER UNDER NDA

GOAL: Increase average check and number of event participants through a unique gift-opening mechanic

DEVELOPMENT TIME: 6 WEEKS

RESULTS:
  • The number of participants increased by more than 25% compared to previous promotions
  • The average check increased by more than 500 rubles

E-Com Marketing | Gamification

Gamification

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