The Character System
Each guest received a custom-generated avatar matching their chosen class, produced with AI image tools tuned to the FSOP visual world.
Coca-Cola FSOP All Hands · Orlando 2023
Five hundred executives. Three days in Orlando. The 4-day-old hire who walked in shy and walked out with a lunch promised by the president of the company.
Five hundred executives. Three days in Orlando. A range of ages spanning from a four-day-old hire to leaders weeks from retirement. And one question every annual meeting team eventually has to face. How do you actually make this memorable?
The FSOP leadership knew the usual playbook wasn't working. Keynotes, breakouts, social hours, the same silos forming, the same leadership message bouncing off the back wall.
So the brief landed in three parts. Make it fun. Get people connecting outside their usual circle. Embed the year's leadership values without putting them on a slide.
We didn't grab a bag of party games. We designed a complete game world grounded in the Core Drives of behavioral engagement. Four pillars, each one aimed at a different motivation, so every personality in the room had a way in.
Social rituals, photo moments, and shared experiences. The pillar that turned strangers into a community.
Exploration mechanics and collectible knowledge. Guests unlocked Coca-Cola history piece by piece.
Cipher and decoding challenges that carried the leadership message through puzzles, not slides.
Skill challenges, trivia, and team puzzles aimed at the future of the company. Competition with purpose.
The strategy needed a system to live in. A coherent universe of digital tools, physical artifacts, and AI-generated visuals all speaking the same language. We built it end to end.
Each guest received a custom-generated avatar matching their chosen class, produced with AI image tools tuned to the FSOP visual world.
A custom-built web platform handled registration, mission tracking, scoring, and leaderboard updates across the three-day event.
Passports, mission cards, collectible stickers, encrypted envelopes, scenography. The tangible artifacts that made the game real.
Hero art, character cards, class panels, and environmental design, produced with AI tools to give the whole experience a cinematic, custom-built look.
Participation held. The qualitative feedback went beyond anything we expected. LNL got publicly recognized at the closing event with an ovation. Twice.
Colton Markowitz had been at Coca-Cola for four days when he flew to Orlando. He registered with his university email. He hadn't been assigned a corporate one yet.
By the end of the meeting, every person in the room knew who he was. He'd chosen Keeper of Magic, taken the missions as an excuse to talk to people he'd never have approached otherwise, and finished among the top players. The president of the organization promised him a lunch.
The game didn't just give him a way in. It made him visible to people who never would have noticed him otherwise.
Most corporate gamification is a trivia round and a leaderboard taped to a happy hour. We treat it like a design discipline. Behavioral frameworks paired with the production tools, custom code, AI visuals, physical asset systems, all in service of changing how people behave in a room together.