Most branded games are briefed like marketing campaigns. That's exactly where it goes wrong.
We see it constantly: a brand wants a game. The brief focuses on reach, participation numbers, and brand visibility. What almost never appears in the brief: why would anyone actually want to play this?
A game that exists only to display a logo is not a game. It's an advertisement wearing a game costume. Players see through it immediately, and that does more damage to your brand than no game at all.
At Livewall, we design and build branded games for brands across retail, FMCG, beauty, and music. And across all of those projects, one thing has stayed constant: the briefs that lead to great games look fundamentally different from briefs for other campaign formats.
The two axes a branded game must score on
A good branded game has to perform on two dimensions at once: it has to be genuinely enjoyable, and it has to serve the brand. Most games succeed on one. Rarely on both.
Games that are fun but do nothing for the brand are entertaining but commercially pointless. Games that hit brand objectives but aren't fun simply don't get played.
The challenge is connecting those two dimensions from the start. Not as an afterthought, but as the foundation of the brief.


