Gamifying Škoda Auto's corporate strategy as a 3D open-world game.

Škoda Virtual was created as an innovative digital platform in the form of a 3D open-world game. Its main goal was to present Škoda Auto employees with the brand's global corporate strategy and the detailed development cycle of a new car — from the first sketches to rolling off the production line — in an engaging and easy-to-understand way.
Škoda Auto is a huge organization with tens of thousands of employees across many departments. For such a complex structure, internal communication and sharing the company vision is a fundamental challenge. Ordinary employees often lacked a complete overview of everything that has to happen over the years for a new car to come into being.
Traditional presentations or training at this scale failed to hold attention. It was necessary to find an interactive way to draw employees into the story. The resulting game let players go through the entire car-development cycle in just 90 minutes of intense, fun gameplay.
On this project I worked in a hybrid role that combined managerial responsibility with hands-on design:
Project management and communication: I was responsible for leading the internal team (developers, 3D artists, tester) and ran daily agile communication with the four-member client team at Škoda Auto. All client communication was in English.
UI/UX Design: I was in charge of the complete interface and experience design — information architecture, wireframes, and the final visual style of all game screens and controls.
In our design we had to focus strictly on the specifics of the target group — corporate employees of various ages and technical skill levels. That led to key pillars:
Extreme accessibility: The game had to have very intuitive, simple controls. We designed the interactive elements and buttons large enough and added clear contextual hints to eliminate any user frustration.
Consistency with brand identity: The visuals strictly followed the official Škoda Flow design system, so users felt immediately familiar within the game environment.
System complexity: Given the scope of the game, we had to build a robust, well-organized component library in Figma covering an enormous number of gameplay and information screens.
The final game guides users through the entire car-development cycle — from first sketches to rolling off the line — in 90 minutes of playful open-world gameplay. The interface strictly follows the Škoda Flow design system, with extremely accessible controls for employees across all age and technical groups.
In May 2026 the finished game was successfully released and deployed into the client's internal environment. Users can now smoothly walk through the complete development of a car and absorb the corporate strategy in a playful way. The project was received very positively by both management and employees — and materials are already being prepared to extend the concept with new modules and features.

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