Propello Games ยท Catch the lead
Your tray icon, unchanged, set in motion and built out into a two-round game.
The icon
Your drawing, made vector by tracing it rather than redrawing it, so every shape and colour is yours. Its parts move on their own: the lead falls with its motion lines, lands, the side lines flash and the tray dips. The ledge, cards, buttons and score take its navy outline and its blues.
The game
Round one is the handoff as most companies run it: leads arrive at random, fast and without context, onto a spinning plate that never sits still. Round two is the same scene with an agreed handoff point, a steady tray and each lead's context.
Next levels
The RevOps level. Pipeline, data and reporting are each a plate. Leave one alone and it wobbles, then falls. The same hand and plate carry over.
Marketing on the balcony, several catchers below. This is the company board turned into a scene, for colleagues from one company playing together.
Of the character drafts, the faceless set travels best across markets and needs no casting. The drafts with detailed faces suit a campaign more than a game.
Choices
Recommend Sales enablement. Catching leads is the handoff, so this replaces the relay runners in Catch the handoff. The RevOps page keeps Agree the number until the spinning plates level exists.
Recommend yes, game by game. Each game gets an icon drawn the way this one is: a navy outline, the five blues, a grey hand. The icon comes first, then the game is built from its parts. Catch the handoff goes first as the gold game.
Recommend hands only for now. A hand needs no face, age or skin tone. The faceless set comes in when the team levels arrive.