Learning by spending a budget.
Omnichannel planning is abstract until you have to do it with real constraints. This simulator, built for a client under NDA, turns it into a game. Teams get a budget and a roster of scouts to reach, then compete across rounds to build the most effective campaign out of the channels on offer. Standing, capacity used, and remaining budget stay pinned to the top of every screen, because those three numbers are the game.
Before a team spends anything, a reference view lists every channel with its expected exposure and reach set against its cost, grouped by how deep the engagement goes. An onboarding video sits beside the table for teams in their first round.

Each channel, explained plainly.
Every channel is a card with a plain-language description of what it actually is, whether that's a scout visit or a remote film session. The scout you're planning for sits in a fixed panel on the left with their preferences and your running plan totals. Each choice is made against the person and against the money at the same time.


Every result traces back to a decision.
Before a plan is submitted, the review screen lays the whole campaign on the table. Investment and expected outcomes sit per scout, with deltas against the previous round in plain green and red. The point of the game is the debrief, so the screen is built for arguing over. Every number traces back to a decision someone on the team made.
