The Science Department

Team: Creative Community

Role: UX, Level Design, Lead

Tools: Rec Room, RR Studio.

Results: The event ran four times, with Halloween Invasion as the top performer. Players spent 14.1M tokens on average, showing strong engagement. Creators saw a 75K average increase in room visits, with higher gameplay activity during the event.

Release: 2021 - 2022.

The Science Department was a limited-time event designed to engage both players and creators. It served as an experiment for an expandable, monetizable live-ops event system and to test whether UGC-driven progression tasks could boost engagement.

Each time the event ran, it featured a new theme. We collaborated with about 40 creator teams to design 40 unique rooms for players to explore. Players would collect objects in these rooms, with their progress tracked as they reached specific collection milestones for each room.

This approach allowed both creators and players to actively participate in the event. Creators had the opportunity to showcase their work, gaining visibility and subscribers, while players enjoyed immersive and interactive content.

Player Rooms

Process

Working closely with the growth team, tools team, internal staff creators, and external creators, we developed a central experience that connected all external creator projects. I led the internal staff and worked directly with external creators to ensure they understood the brand theme and deadlines, providing support and troubleshooting, especially when challenges arose near critical deadlines.

After the growth team selected a theme, I designed the virtual room layout and style, incorporating memorable, fun characters to create memorable experience. I collaborated and iterated with stakeholders to deliver a final product that aligned with our growth objectives, supported storytelling for future events, and created opportunities for future expansion rather than limiting the space to a single event.

The process began with concept development, mood boards, and ideation, followed by layout planning, greyboxing, and iterating on design elements like colors and themes. The result was a space that felt open yet dynamic, allowing clear visibility from any point while maintaining a sense of character, drama, and fun.

Measure Success

Event Frequency: The event ran four different times, with the Halloween Invasion event emerging as the top performer.

Increased Token Spending: On average, players spent a total of 14.1 million tokens during the event, indicating strong engagement and in-event purchases.

Boosted Room Visibility: Creators experienced an average increase of approximately 75,000 room visits. Additionally, there was a notable rise in gameplay activity while rooms were featured in the event.

Event Timline: The event was hosted between 2021 and 2022.

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