Game Design · Narrative · Art Direction
Purpose Run
Corporate values are boring. Mobile games are fun. So guess what we did.
Infosys had a values problem. Not the values themselves — those were solid. The problem was making them land with the people who hadn’t joined yet, or who’d been around long enough to stop reading internal comms.
A deck or a video on corporate values wasn’t going to do it. The ask was to find a fun way to talk to potential hires and Infoscions about what Infosys actually stands for.
The Idea
Purpose Run borrowed its bones from Subway Surfers and Temple Run — an endless runner that wasn’t quite endless. Each run lasted three minutes. In those three minutes, the player’s character sprinted toward three of Infosys’ most recognisable campuses: Bangalore, then Mysore, then Raleigh — a kind of gateway to Infosys in the US — through a game environment that would be immediately familiar to anyone who’d spent time on an Infosys campus.
The gameplay itself was where the values lived. Running through badges that represented knowledge, teamwork and all the virtuous stuff built your points and score multiplier. Both would promptly drop if you got too close to the sinister-looking red badges, or — god forbid — trampled a plant. And the cycles and golf carts players had to dodge were a fun little nod to how people actually get around Infosys’ campuses.
The concept came together faster than the details did. Translating a company’s values into objects a player collects or avoids was less straightforward than it initially sounded. Every item had to mean something specific, survive a three-way conversation between the creative team, the developer and the client, and still feel like a game without devolving into another compliance module.
The Result
Purpose Run launched with upbeat posters at Infosys’ campuses and social content driving play online. A runner, set on Infosys campuses, that made you think about company values without ever quite feeling like that’s what it was doing.