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Engagement10 February 2026·Livewall

Branded game development: how to brief a game that actually serves the brand

A branded game that's genuinely fun and on-brand is one of the hardest things to brief. Most miss on one dimension or the other. Here's how to aim for both.

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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.

Livewall perspective

A brief focused only on reach produces a game nobody wants to play. The question you need to answer first: why would someone choose to spend time on this?

What a good brief actually looks like

A solid brief for branded game development answers four questions before it says anything about mechanics or visuals.

1. What is the game's core promise to the player?

Not 'what does the brand want to communicate', but what does the player get back for their time and attention? Fun? Tension? A sense of achievement? The chance to win something real? Be honest here. 'Increase brand awareness' is not a promise to the player.

2. Where is the tension in the game?

Every good game has a tension mechanism. Something that pushes back against the player. Without friction, there is no satisfaction in succeeding. If your brief can't answer this question, the game probably isn't going to be fun.

3. What does the brand have to offer the player that nobody else can?

This is where brand and game converge. The best outcome: the brand adds something that makes the game better. Not just in the skin or the theme, but in the world, the mechanics, or the reward. In Doritos Step into the Netherlands, the Minecraft world was the brand language. The game wasn't labelled Doritos, it was Doritos.

4. What do you want the player to feel about the brand after playing?

Not 'think'. Feel. Brand recall is surface-level. Brand association is what you're actually after. What emotional residue should the player carry with them?

What goes wrong when you jump to mechanics too early

The most common mistake in game briefs: reaching for mechanics before you've answered the strategic questions. 'We want a quiz' or 'something with collectible cards' or 'an endless runner with our logo'. Mechanics are not strategy. They are a delivery mechanism.

If your brief opens with 'we want an endless runner', you've made a choice before you know why. The result is a game that fits the format but not the brand.

Better sequence: start with the feeling you want to create, then work out the play experience that produces that feeling, then identify the mechanics that make that experience possible.

For HEMA Stapelgek, the starting point wasn't 'a stacking game'. It was: how do we make everyday HEMA purchases feel playful and rewarding? The mechanic came after that question was answered, not before.

The role of brand personality in game design

A brief that doesn't articulate brand personality produces a generic game. And generic games don't earn attention.

Brand personality translates into game design at multiple levels. Visual style is the most obvious and least important. What matters far more: the tone of the game copy, the reward structure, the difficulty curve, the sound design, and how the game responds to failure and success.

A brand that describes itself as playful and accessible should produce a game that confirms that. Not a game that frustrates players with unclear mechanics or punishing feedback loops.

For Mitsuba Spice Rush, the energy and pace of the game directly reflected Mitsuba's brand character. The visual intensity and the speed of reward feedback weren't decoration. They were the brand in motion.

3xlonger play sessions when the game genuinely matches brand personality
68%of players share a branded game when the experience is genuinely enjoyable
2.4xstronger brand association from active play versus passive brand exposure

What every game brief needs to include

A complete brief for branded game development contains at minimum:

  • Brand objective: what do you want to achieve? Not just KPIs, but the intended brand feeling.
  • Player objective: what does the player get back?
  • Brand character: three words that describe how the game should feel.
  • Play context: where and when does play happen? Mobile on the go, desktop at home, at an event?
  • Session length: what is the ideal play duration? One minute or ten?
  • Repeatability: is this a one-time experience or should players return?
  • Integration: does the game connect to a loyalty programme, campaign microsite, or app?

That last question is often underestimated. A standalone game performs very differently from a game embedded in a larger brand activation system. For Decathlon, the game was an integral component of the loyalty campaign. That changed the design fundamentally.

The brief is a conversation, not a document

This might be the most important point: a good game brief is not a document you send. It's a starting point for a conversation.

The best games Livewall has built came out of sessions where the brand and our team worked through the questions the brief hadn't yet answered. What is the core of the enjoyment? What is the brand entitled to ask of the player? Where does the tension live?

Briefs that look complete on paper but were never discussed in depth almost always produce work that is technically correct but emotionally hollow.

Gamified activations that earn real attention begin before the design phase. They begin with the right questions in the right order.

Livewall

Want a branded game that actually works for your brand?

At Livewall, we always start from both the brand objective and the player experience at the same time. We help you sharpen the brief before we design a single mechanic.

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What we do

Livewall builds brand experiences that people actually remember — interactive campaigns, loyalty platforms, digital products, and employer branding for ambitious brands.

Our work

We've worked with HEMA, Stabilo, Wehkamp, Efteling, 9292 and many others. Every project starts with the same question: what would make someone actually want to do this?

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