The Hunger Theorist

For Microsoft Aspire

This project was developed for none other than Microsoft Corporation.

Microsoft needed a bespoke game design—and a designer capable of sourcing, developing, and integrating seamlessly with their in-house capabilities—to deliver a game fully aligned with their existing event plans and systems.

At the height of the global pandemic, what began as a conversation about in-person escape games quickly evolved into a fully online, virtual experience.

The goal was to reinforce key skills taught in an internal leadership development program, using a game as an engaging and effective learning tool.

It was essential that the game support specific learning outcomes from prior events while integrating smoothly with Microsoft’s existing infrastructure.

The final experience was delivered live to over 1,000 players across multiple global sessions.

The Hunger Theorist Talk at Narrascope 2022 Conference

Approach

We designed an online game inspired by escape room mechanics, where players solved puzzles to unlock narrative-driven, gated challenges. The experience combined logical, entertaining, and ethically themed tasks, all framed within a story about a “friendly A.I.” attempting to save the world by altering humanity’s food sources — dangerously.

Challenge Paths

New challenges were released to players on a central hub through timed unlocks, accompanied by video content that advanced the narrative toward multiple possible endings.

Each challenge path required teamwork and communication, guiding players through multi-step tasks involving exploration, information gathering, and knowledge sharing. The experience culminated in reflective group discussions where players were prompted to confront and answer thought-provoking, often uncomfortable, questions.

Challenge Paths

Modern Problems Require Modern Solutions

To build this experience, we combined Twine, Unity, WebGL, video, PDFs, website builders, and a range of online AI tools. We prioritized widely available, accessible, and reliable technologies—especially important given the game was delivered live. There was no room for show-stopping errors. The game must go on!

It Takes a Village

Game designer, web designer, graphic designer, programmer, writer, producer, director, actors, crew, editor, audio designer, copywriter…

Creating an experience of this scale takes a multidisciplinary team. And during a lengthy Covid lockdown in Toronto, it all happened remotely—even the video production. We shipped camera and audio packages directly to the actors and gave them technical and creative support via Zoom.

We particularly enjoyed creating the Fuller AI Meal Replacement Bars. A means of feeding the world’s population only a computer could love!

Fuller AI branded meal replacement bars were part of the story.

Results

The two-hour game featured 22 possible video endings determined by player choices and performance. Participants rated it the most memorable activity of the four-day program. Many noted that they actively applied leadership skills developed during the event to succeed in the game.

While we would have loved to integrate more real A.I. and advanced technology, the short timeline meant our focus was on flawless execution. Delivering a rich, engaging experience under those constraints was a significant achievement.

Ultimately, how you tell your story—especially online—can make all the difference.

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