Technology
Interactive Technology

Amazon Shipping Interactive 3‑Layer Game (Sambhav 2025)

client

Amazon

solution

Interactive 3‑Layer Game

14–16
days from brief to live
200–250
unique plays
2–3
Engagement Time Increased
4–5
people left mid‑game

Objective

Interactive gaming experience

Amazon asked for a creative way to show how their Shipping services solve logistics challenges across freight, cargo and final delivery. The ask was specific:

  • Build a three‑level game that maps to the three core stages of Amazon Shipping: air, transit, and last‑mile.

  • Use an intuitive hardware control (joystick) and a quick QR/ID check‑in flow.

  • Reward players with tiered gifts (cookies, ghee, honey) and collect delivery details for fulfilment.

  • Deliver a polished, stable demo within two weeks for the event.

Our solution

Challenges

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Onboarding & hardware

Interacting with experienceVisual screen experience
  • Check‑in via QR on the event ID card. Scanning initiated the session and logged the player.

  • Custom joystick was selected and calibrated for our control schema. Calibration ensured consistent sensitivity and input mapping across stations.

  • Address capture: after a play, players entered a phone number. The client backend generated delivery addresses and queued prizes for fulfilment.

Reliability & contingency

  • We added redundant scanning angles and instructive on‑screen prompts to reduce errors caused by venue lighting.

  • Quick fallback: manual ID entry option for cases where scanning failed.

Technical approach

Joystick
  • Engine: Unity (single build with modular scenes for each layer).

  • State management: Persistent player session data passed between layers to keep scoring and player IDs intact.

  • Hardware: USB joystick with custom input mapping. Calibration routine integrated into dev build and final setup.

  • Integration: Lightweight API calls to Amazon backend for address generation and prize fulfilment.

  • Testing: Rapid iterative playtests with 3–4 people per build to tune difficulty, controls and camera/scan reliability.

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On‑site execution

Interactive gamified screen
  • Multiple stations ran in parallel to handle high footfall.

  • Staff that explained the QR flow and offered quick help with scanning.

  • Real‑time monitoring to spot any repeat failures (scanner angle, lighting, joystick drift) and apply fixes immediately.

Major on‑site challenge: direct lighting affected scan reliability. We mitigated this by adjusting scanner angles, retuning exposure settings and adding clear on‑screen scanning instructions. The fallback manual entry kept dropouts to a minimum.

Result

Engagement

200–250 participants played the full experience of the game.

Completion

 Dropouts recorded — exceptionally low for live events

Throughput

2–3 minute session allowed high rotation and repeat plays (many players used friends’ QR codes to play again)

Audience reaction

Strong emotional pull. Many older visitors described feeling like kids again while playing the mini‑games.

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