Fast Builds

Games and interactive experiences

Challenges, choices, feedback and progress turn a subject into something a person can act on, instead of a page they read or a video they sit through.

A progress ring fills with each choice.

Make a choice, see what it does

The mechanic is simple to state and hard to do well: a person decides, the world responds, and they decide again. PTR builds that loop for training, brand activations and learning, in the browser, on a phone or in a headset.

Games follow the same Fast Builds timeline as everything else: rapid prototypes from two business days, full builds up to eight working weeks.

What you bring, what you get

You bring a subject people struggle to stay with. PTR brings the building blocks that make them act on it.

A player stands between two exits. A first person rapid prototyping scenario for games and interactive experiences, seen through the headset.
A player stands between two exits, deciding.

A subject, turned into something people act on

Scoring or progress, branching choices with visible consequences, timed challenges, and simple competitive or cooperative mechanics: these are the blocks, and the brief decides which ones the subject needs.

What comes back is a working game your people can play in the first sprint, then a finished build with the mechanics tuned to how they actually played it.

The building blocks

A token on a track, a character crossing obstacles, a line of dialogue chosen from tiles: three of the mechanics, tested in the studio.

Two players move a token along tracks. A rapid prototyping scenario for fast builds, from idea to working product.
Two players move a token along tracks.
Two testers watch a character cross obstacles. A rapid prototyping scenario for fast builds, from idea to working product.
Two testers watch a character cross obstacles.
Two people select speech tiles by a display. A VR training scenario for People Tech Revolution.
Two people choose speech tiles beside a display.
A man leans forward on a lit path in a dark studio, hands out in front of him, glowing cubes floating in the way ahead.
Leaning into the run, obstacles ahead.

You can see it working before anything is measured

Someone who is playing leans in, takes the option they are not sure about, and asks to go again. That happens in a room in the first sprint, well before a number can say it.

It reads the other way just as clearly. The moment people stop leaning in is the moment worth rebuilding, and that is what the tuning round is for.

Play in the browser, nothing to install

PTR's interactive builds are live on Labs Demos. Open them on a phone or laptop.

Meet the runner

The studio's own character, drawn as a chibi Simon, cup in hand. Standing, then two frames of the run cycle that carry a character across a screen.

A chibi character of Simon Lowe in sunglasses and a patterned coat, standing with a cup in hand.
Standing, cup in hand.
The chibi Simon character mid-stride, first running frame, cup still in hand.
The first running stride.
The chibi Simon character mid-stride, second running frame.
The second stride: two frames make the run.
"Many of us have likely found ourselves gazing out of a window during a training session, questioning the relevance of what we are learning. Traditional training methods can sometimes feel disconnected from real-life applications, leading to disengagement and a lack of tangible outcomes."

Simon Lowe, PTR's CEO.Simon Lowe
CEO, People Tech Revolution. Let's be prepared, Global Best Practice Group, August 2024

Carked It!: a card game about dying

Play as a way into the conversation people avoid most. A tabletop game from The Ageing Revolution, the first business Simon Lowe and Leonie Sanderson founded.

The Carked It! card game: a black box with a skull in a party hat, and three decks of green, yellow and blue cards fanned in front of it.
The box and its three decks.

A 2024 Australian Good Design Award

Carked It! is a tabletop game about death and dying. It won a 2024 Australian Good Design Award for Social Impact, and it uses play to get a table of people talking about the one subject nobody wants to open.

It is not a Fast Build; it is the founders' earlier work, and the reason PTR treats a game as a serious way to teach. The full story of Carked It!

The Carked It! box and its three card decks laid out on a white surface.
Three decks, one hard conversation.
A designer tries a packaging fold at the studio bench.
A designer tries a packaging fold.
A maker checks a recycled panel in the workshop.
A maker checks a recycled panel.

Cook It: a VR kitchen for New York classrooms

Client work rather than a Fast Build: a gamified VR cooking simulation PTR built with FoodStream Network to make food and nutrition education hands-on.

A woman wearing a headset shapes a translucent jug between her hands in a white kitchen. A VR cooking scene.
Shaping a jug in a white kitchen.

The classroom becomes a kitchen

Students prepare meals and explore the science and stories behind their food instead of sitting through a lecture. In FoodStream Network's own evaluation of one classroom sample, 9 of 12 students actively chose to take part.

The full account is in the Cook It case study.

Multiplayer, and the engineering behind it

When more than one person plays, every screen has to agree on what just happened. That is a build problem PTR solves in the studio before it reaches a room.

Four test stations surround a shared cooperative arena. A rapid prototyping scenario for fast builds, from idea to working product.
Four test stations around a shared cooperative arena.
Two engineers inspect removable shapes and wall lights. A rapid prototyping scenario for fast builds, from idea to working product.
Two engineers inspect removable shapes and wall lights.
Two players control a suspended shape. A first person rapid prototyping scenario for games and interactive experiences, seen through the headset.
Two players control a suspended shape together.

Play on the phone, out in the world

The same mechanics on a phone, layered over a park, a laneway or a workshop, so the place itself becomes the board.

A phone shows coloured shapes among timber tools. A rapid prototyping scenario for fast builds, from idea to working product.
A phone shows coloured shapes among timber tools.
Colour forms in a coastal park. A rapid prototyping scenario for fast builds, from idea to working product.
Colour forms hidden in a coastal park.
Colour orbs chase through golden parkland. A rapid prototyping scenario for fast builds, from idea to working product.
Colour orbs chase through golden parkland.
Colour sparks hide among the blossom. A rapid prototyping scenario for fast builds, from idea to working product.
Colour sparks hide among the blossom.
Translucent blocks stack in a laneway. A rapid prototyping scenario for fast builds, from idea to working product.
Translucent blocks stack in a laneway.
Colour rings ripple across rainy puddles. A rapid prototyping scenario for fast builds, from idea to working product.
Colour rings ripple across rainy puddles.

Higher ground

More outdoor boards: a hill with kites, and a maze through steel sculptures.

Colour kites rise above a coastal hill. A rapid prototyping scenario for fast builds, from idea to working product.
Colour kites rise above a coastal hill.
Colour trails through steel sculptures. A rapid prototyping scenario for fast builds, from idea to working product.
Colour trails through steel sculptures.

Brief, Build, Test, Refine, Ship

A working game to play at the end of every step.

A potter tests a shaping gesture beside a pot in the studio.
A potter tests a shaping gesture.

Sprints, not a reveal

Brief defines what the game has to teach and who plays it. Build turns the mechanic into something playable. Test puts it in front of the people who matter. Refine tunes what they showed you. Ship deploys it and keeps improving it.

The five steps in detail are on the Fast Builds page.

Rhythm and timing, not just movement

A game does not have to be physical to be interactive: a keyboard, a cue and a beat to hit are enough.

A musician wearing a headset plays a keyboard in a purple-lit studio, a rapid prototyping scenario for games and interactive experiences.
Playing a keyboard to a visual cue.

Where to go next

Games sit beside events, case studies and AI practice partners in PTR's work.

Have an idea for a game or interactive piece?

Open the contact form

Sources

The award and the evaluation named above, with where to read them.

Carked It!: a card game about life, death and beyond

Good Design Australia, 2024 Australian Good Design Awards

The award record for the game, credited to The Ageing Revolution.

Interactive Learning Tools: Food Education Case Study

FoodStream Network, 2025

The classroom evaluation behind the 9 of 12 figure for Cook It.

LABS DEMOS

Try what we're building.

Explore working demonstrations of immersive training, XR, AI and interactive experiences for healthcare, education, government and enterprise.

Explore Labs Demos ↗
The PRACTICE lane on PTR Labs Demos: three of its roleplay characters shown one after another in cinematic office settings, a golden-hour boardroom, a customer lounge and a dusk meeting room
PRACTICE
The PLAY lane on PTR Labs Demos: a slow moving view through three environments from the 360 Immersive Experience, a museum hall, a hospital room and a modern waterfront, animated from the experience's real 360 scenes
PLAY
The CREATE lane on PTR Labs Demos: a chibi character modelled on PTR's co-founder runs toward the camera through Scope Creep Sprint's world, leaping an office chair and a jammed printer
CREATE
The CONNECT lane: a six-person video call grid bringing a distributed organisation together, among them a woman using a wheelchair and a man dialling in from a greenhouse
CONNECT
The CONSULT lane: Simon leads an adaptive AI consultation, talking a client through a tailored recommendation shown on a tablet between them
CONSULT
The COLLABORATE lane: Leonie leads a co-design workshop at a whiteboard, mapping ideas with sticky notes while the group gathers around her
COLLABORATE
AI STUDIO DEMOS

Build and manage AI for your organisation.

See applied AI in action. Explore demos of digital twins, adaptive AI consultation and collaborative AI tools.

Explore AI Studio Demos ↗
WHAT CLIENTS SAY
Keia Hobbs, MD
PTR demonstrated a profound understanding of the intricacies of human behaviour, crucial in crafting meaningful and impactful experiences. I wholeheartedly endorse PTR and their commitment to creating impactful experiences.
Keia Hobbs, MD
Assistant Dean of Graduate Medical Education, University of Illinois Chicago
Martine McCash
Over the past six months, XRHealth Australia has worked closely with People Tech Revolution to co-design innovative immersive applications... supporting workplace mental health and recovery in the transport industry. Simon and his team have been exceptional collaborators: creative, responsive and genuinely committed to human-centred design. Their ability to understand clinical and operational needs and translate complex ideas into safe, realistic VR environments has made the partnership both productive and enjoyable. Together, we are developing practical, evidence-informed tools that build confidence, resilience and coping strategies through structured, real-world scenarios. I highly recommend People Tech Revolution as a trusted technology partner.
Martine McCash
Vice President - Services, XRHealth Australia
Sally Wagnon
From the initial concept discussions to the final execution, PTR demonstrated a commitment to guiding us through what was completely new territory. Their approach was structured and transparent and they always let us know what was achievable given the timeframe and budget.
Sally Wagnon
Senior Campaign Manager, 89 Degrees East
Nic Barry
I don't think role plays will ever cut it again in this space. Participants are able to empathise and discuss the experiences... with detail that just wouldn't be possible without actually experiencing it themselves.
Nic Barry
Digital Learning & Organisational Capability, Domain Group
Rhonda Brighton-Hall
They jump back, step away, they gasp, they try to find their voice, they ask to be included and when dismissed, they physically shrink. And when they can't do any of those things, the learning sticks and the real conversations begin.
Rhonda Brighton-Hall
CEO, MWAH - Making Work Human Again
Sean Hunter
Working with the PTR team has been great and I look forward to continuing the relationship and developing more VR training.
Sean Hunter
Director of Systems Transformation, Mater and Mater Education
Christine Mudavanhu
We work together with People Tech Revolution to codesign experiences and we are both committed to creating psychologically safe environments and workspaces.
Christine Mudavanhu
Founder and Principal Consultant, Utano Global
SWGJ Program Lead
VR will be a game changer, helping us create ongoing opportunities for deliberate and safe practice following the live workshop experience.
SWGJ Program Lead
Speaking with Good Judgement Program Lead, Mater Education
Built with organisations around the world.
Amazon Abinbev Domain Group Nsw Police Force State Farm Uic Austrade Colorado College Douglas Partners Htc Lake Michigan College Montana State University Optus Accelerator Enterprising Women Procter Gamble Games Done Legit Central Coast Council Thales Valdosta State University Advance Queensland Salesforce Amazon Abinbev Domain Group Nsw Police Force State Farm Uic Austrade Colorado College Douglas Partners Htc Lake Michigan College Montana State University Optus Accelerator Enterprising Women Procter Gamble Games Done Legit Central Coast Council Thales Valdosta State University Advance Queensland Salesforce
Exxonmobil Google Cornell University Royal Australian Navy Gsk Jpmorgan Booz Allen Coachella Georgian College King Wood Mallesons Macquarie Johns Hopkins University Ntuc Income Pomfret School Qut Pwc Servicenow University Of Colorado Watermark Telstra Foundation Enterprising Me Exxonmobil Google Cornell University Royal Australian Navy Gsk Jpmorgan Booz Allen Coachella Georgian College King Wood Mallesons Macquarie Johns Hopkins University Ntuc Income Pomfret School Qut Pwc Servicenow University Of Colorado Watermark Telstra Foundation Enterprising Me
Mayo Clinic Etihad Airways Commonwealth Bank Mater Viacom Cbs University Of Illinois Bcg Charles Darwin University Ibm Nyc Department Of Education Mcci Intel Nsw Family Community Services Port Macquarie Hastings Council Queensland Government Singularity University Southern New Hampshire University University Of Twente Woodside 89 Degrees East Mayo Clinic Etihad Airways Commonwealth Bank Mater Viacom Cbs University Of Illinois Bcg Charles Darwin University Ibm Nyc Department Of Education Mcci Intel Nsw Family Community Services Port Macquarie Hastings Council Queensland Government Singularity University Southern New Hampshire University University Of Twente Woodside 89 Degrees East
Simon Lowe in conversation, hands raised mid-sentence in an armchair
Didymo

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