Reclympics

Team: Maker Team

Role: UX, Level Design, Lead

Tools: Rec Room

Results: Total Reclympics room visits: 1.1M.

Release: Aug 14 – Sep 5, 2021.

Reclympics was a large-scale event that brought together the community and creators while integrating various aspects of Rec Room, including original themes, clubhouses, community team themes, and more. The event featured Rec Room official teams, managed by the community, competing in their favorite sports such as Laser Tag, Archery, Discus Toss, Paintball, Discus Versus, and Stunt Runner.Competitors and players each received an item during the event, which ran from August 14, 2021, to September 5, 2021. All the event rooms were created by the team I led, consisting of eight staff creators.

Reclympics was a highly collaborative effort involving multiple teams across the company. Using our in-game tools, we addressed challenges as they arose, including identifying and documenting features that would benefit future creators in building competitive rooms like these.

Player Rooms

Process

The project involved close collaboration with several teams to ensure its success. I worked hand-in-hand with the community team, who managed the community-led teams, tracked scores, and oversaw the event’s live streams. I also partnered with the marketing team, who collaborated closely with us, and the art team, who developed the branding and items used in the project.

Branding and Planning

We began by establishing the branding and creating mood boards to define a cohesive style for the event. Once the visual direction was set, we compiled a list of games and event rooms we wanted to include. This planning phase revealed limitations in our in-game tools, leading us to cut some content. We documented these challenges to inform the development of future features.

Room Design and Development

Next, we focused on designing layouts and creating virtual grey-box prototypes for the rooms. These prototypes underwent rigorous testing and refinement to align with the established branding and art themes, ensuring a seamless and engaging experience. Each event experience featured its own unique design and was led by specific staff creators, whom I supervised throughout the process.

Execution and Coordination

The community team took charge of managing player teams, tracking scores, and running live streams. Their efforts ensured smooth operation and high engagement during the event. I’ve refrained from naming individual contributors here to protect their identities within the platform, but I’m happy to discuss the project in more detail if needed.

This collaborative effort resulted in a polished, well-organized event that not only engaged players but also highlighted areas for improvement in our tools and processes for future projects.

Virtual Experiences Created

Reclympics

RecOpenCeremony

Reclympics_Paintball

Reclympics_LaserTag

Reclympics_Archery

Reclympics_DiscusToss

Reclympics_DiscusVersu

Reclympics_StuntRunner

Reclympics_Dodgeball

Measure Success

Total Rooms:

  • Total Reclympics room visits: 1.1M.

Other Experiences

Design · UX/UI · Product Design · Branding

Crafting
impact-driven experiences

2025 by Meriesa

Design · UX/UI · Product Design · Branding

Crafting
impact-driven experiences

2025 by Meriesa

Design · UX/UI · Product Design · Branding

Crafting
impact-driven experiences

2025 by Meriesa