Gamification · Singtel · 2019

hi!Carnival.

Singtel's first gamification project — a fishing game that anyone can learn in one tap, regardless of language or gaming experience. 2.2 million sessions in 2 months.

Designer Issac Ting
Role Concept, UX, UI, Animation
Client Singtel
Duration 2 months
Team Issac Ting, Darryl (Illustration)
Loading prototype…
Fig. 01 · hi!Carnival — Interactive prototype walkthrough Singtel hi! App
Open in Figma
The Brief
01

A game learned in one tap.

I conceptualised, designed, and created hi!Carnival — Singtel's first gamification project. I was one of two designers. Our goal: create a game that could be learned with a single tap, by users from diverse backgrounds, many of whom had never played mobile games before.

Our goal was to create a game that could be learnt with one tap — for users who might be unfamiliar with mobile games, from diverse backgrounds and with limited language capabilities.
+20%
Monthly active users
2.2M
Game sessions played
CEO
Award for Innovation
The Problem
02

Games assume you already know how to play.

Most mobile games assume baseline gaming literacy. Our users — primarily Singtel pre-paid customers, including migrant workers — had diverse backgrounds, limited language capabilities, and often no gaming experience at all.

How might we create an engaging game that can be understood and played by users who are unfamiliar with mobile games — across language barriers, cultural differences, and varying levels of digital literacy?
Pain № 01
critical

Language barriers.

Majority of pre-paid users were migrant workers with limited language capabilities. The game couldn't rely on text-based instructions or tutorials.

Impact accessibility
HMW

How might we communicate game mechanics without any text or language dependency?

Pain № 02
critical

No gaming literacy.

Many users had never played mobile games. Complex mechanics, multi-step tutorials, and abstract concepts were out of the question.

Impact usability
HMW

How might we teach game mechanics to someone who has never played a mobile game?

Pain № 03
high

Diverse backgrounds.

Users from different cultural and educational backgrounds needed to understand the same game without localisation or cultural adaptation.

Impact reach
HMW

How might we design a universal game metaphor that transcends cultural context?

Pain № 04
high

Retention challenge.

The game needed to bring users back to the app every day. A single play session wasn't enough — the loop had to be compelling and self-sustaining.

Impact engagement
HMW

How might we create a daily return loop using only visual cues and simple rewards?

The Process
03

From failure to fishing.

Our first prototype failed — half the users couldn't understand it. The breakthrough came when we replaced abstract mechanics with a universal metaphor: fishing.

Step 01

Concept.

Excitement & ambition

Singtel wants to gamify engagement for their pre-paid users. The challenge: a game that anyone can learn in one tap, regardless of language or gaming experience.

GamificationAccessibilityOne tap
Step 02

Prototype.

Discovery & failure

First attempt — a red line on a white strip. Unity prototype reveals only half the users understand it. Back to the drawing board.

UnityPlaytestIterate
Step 03

Refine.

Clarity & delight

The fishing metaphor emerges. A hook, swimming fishes, one button. Playtest success — every user learns it in one try. The "safe room" makes failure impossible.

MetaphorFishingDelight
Step 04

Ship.

Pride & impact

Interface, backgrounds, CSS transitions, even the music — all designed and shipped within 2 months. 2.2 million sessions within 2 months. CEO Award.

ShippedImpactAward
The pivot

From abstract to universal.

Initial red-line game concept — only 50% of users understood how to play
Fig. 02 · Initial concept — red line on white strip. Only 50% of users understood the mechanic.
Fishing game mechanics — 100% of users understood on first try
Fig. 03 · Fishing metaphor — hook, fish, one button. 100% comprehension on first try.
User testing results confirming 100% comprehension with fishing mechanics
Fig. 04 · Testing confirmed universal understanding — the fishing metaphor worked across every user group.
From mechanics → experience

Three design strategies.

01
Onboarding · Learning through play

Teach without words.

Interactive onboarding instead of text tutorials. A 'safe room' gives infinite tries on the first play — no punishment, just discovery. No translation needed.

02
Retention · Daily loop

A reason to come back.

Daily 'bait' refills create a natural return loop. Catching special fish rewards extra tries. The core loop — receive bait, play, earn tickets — sustains engagement.

03
Craft · Visual storytelling

Bridge the gap with story.

CSS transitions bring users from the app to an underwater fantasy. hi!Buddy performs a fishing action that bridges the narrative gap. Every visual tells the story.

The Solution
04

One button, millions of sessions.

The final game used a fishing metaphor with a single button interaction. Fishes swim across the screen; tap the button, the hook moves up. If it hits a fish, you catch it. Every user learned it in one try.

Feature 01 · The Fishing Game

Tap. Catch. Repeat.

The core mechanic is elemental: fishes swim across the screen, a hook sits at the bottom, and one button moves the hook up. When hook meets fish, you catch it. Universal, wordless, delightful.

  • AOne-tap mechanic. A single button maps to a single action — up. No combos, no timing bars, no abstract symbols.
  • BSafe room. First-time players get infinite tries. No punishment until the core mechanic is learned through experience.
  • CProgressive mechanics. Tickets, leaderboards, and special event fishes are introduced one-at-a-time after the core loop is mastered.
Impact 100% of playtest users learned the game within one try. The fishing metaphor solved what abstract mechanics couldn't.
hi!Carnival main game interface with fishing hook and fish
Fig. 05 · Main game interface
Feature 02 · Interactive Onboarding

Learning through play.

By breaking up mechanics introduction over multiple loops, we could onboard users who had never played games before. No words for "tickets" — just icons. No tutorial screens — just play.

  • AFirst loop: the hook. Users see the button, tap it, the hook moves. That's the entire first lesson.
  • BSecond loop: the catch. After catching their first fish, we ask for a username. The leaderboard appears. Competition begins.
  • CThird loop: tickets. The concept of limited daily plays is introduced. Once understood, the user has officially learned the game.
Insight We didn't use any words for "tickets" — just an icon. This eliminated translation work entirely and made the game universally accessible.
Safe room design — infinite tries until first catch
Fig. 06 · Safe room — infinite tries until the mechanic clicks
Feature 03 · Entry Point & Retention

A reason to come back.

The entry point adapted to user state. New users saw a full banner explaining the game; returning users saw a compact version. The daily bait system created natural scarcity and a compelling return loop.

  • AProgressive banner. Full information for first-time users, compact for returning users. Built within Singtel's in-app browser.
  • BDaily bait refill. Limited chances replenished daily — creating scarcity and a reason to return.
  • CCore loop. Receive bait → play → earn tickets → redeem rewards. A self-sustaining engagement cycle.
Impact The daily return loop drove 2.2 million sessions in 2 months — users came back not because they were told to, but because the loop was rewarding.
Entry point banner for new users
Fig. 07 · Entry banner — full information for new users
Core game loop diagram showing daily bait cycle
Fig. 08 · Core loop — bait → play → tickets → rewards
Feature 04 · Visual & Animation

From app to underwater.

I designed and illustrated all interface elements and backgrounds, created the CSS loading transitions, and wrote the music. Darryl handled the fish and hi!Buddy character illustrations. Together we shipped the full visual system in under 3 weeks.

  • ACSS transitions. Animated transitions bring users from the app's entry point into the underwater game world. Built lightweight, runs everywhere.
  • BFull art direction. Interface, backgrounds, character states — all designed within 3 weeks. An "ang bao" fish was added for Chinese New Year.
  • CSeasonal updates. The game continues to be updated for special events — Christmas, Valentine's Day, and cultural celebrations.
Reflection This was my first project in the working world. I was glad I could use my wide range of skills — animating, coding, designing, and even writing the music.
Visual development process — interface elements and backgrounds
Fig. 09 · Visual development — interface, backgrounds, transitions
Final game visuals with hi!Buddy character illustrations by Darryl
Fig. 10 · Final visuals — hi!Buddy illustrations by Darryl
— 30 —
hi!Carnival
Designed by Issac Ting & Darryl
Singtel · 2019
hi!Carnival is still part of the Singtel hi! app, updated seasonally for special events.
End of case study