Game Format
Physical Drop + QR Claim
Players find a placed object in public space, scan, and claim through a mobile-first flow.
Case Study
This page documents how Urban3D uses Cartodrop to run a city-scale QR hunt: publishing hunt points, validating claims in real time, moderating edge cases, and reviewing completion patterns after launch.
Game Format
Physical Drop + QR Claim
Players find a placed object in public space, scan, and claim through a mobile-first flow.
Runtime Controls
Eligibility + Duplicate Guarding
Claims are checked against player state, item rules, and claim settings before completion.
Operations
Live Moderation Loop
Urban3D operators can review interactions, handle abuse, and keep the hunt fair.
A playful simulation of what a participant sees: scan a code, process claim, then success.
Point camera at QR
Scanning for valid mission code...
Validating Claim
Checking player state, duplicate scans, and claim limits.
Claim Confirmed
You claimed: City Lantern Token
Urban3D deploys physical drops across the city. Each drop is tied to a Cartodrop item and has a linked QR sticker. Players discover a piece in the street, open the scan entrypoint, and are routed into the claim surface for that exact item.
Before awarding progress, Cartodrop checks authentication state, duplicate protection, and mode-specific eligibility. While the map enforces progression rules and player moderation, items are marked as scanned even if a claim does not take place.
A successful interaction records a claim or check-in and updates the player timeline immediately. The flow is optimised for one-thumb use on mobile so players can complete it while standing at the physical location.
Urban3D runs with first-come mechanics, practical safety guidance, and moderation visibility. When suspicious behaviour appears, team admins can review records and apply map-scoped moderation without stopping the whole game.
Urban3D configures maps, item metadata, and per-mode behaviour from the app workspace. QR-linked item pages are generated from the same source of truth, so field deployment and digital claim logic stay in sync even as launch details are adjusted.
Scan and claim events run through a unified interaction path. This centralises duplicate handling, eligibility checks, and result messaging, which keeps player outcomes predictable during high-concurrency moments and reduces player frustration.
Operators monitor interaction logs, progression states, and leaderboard movement while the event is live. If a participant reports a blocked claim or invalid state, the team can verify the interaction record and take action in a series of clicks.
After the launch window, Urban3D reviews completion paths, drop performance, and player bottlenecks. The same data used for live operations becomes the basis for the next drops, using everything from placement choices and drop design to time periods and social media posting.
Most field friction appears in the first interaction. Keeping the claim screen short and explicit increases completion reliability.
If sequence constraints are enabled, players need immediate guidance on why a claim is blocked and what to do next.
Gameplay issues are usually local to one item drop. Scoped actions prevent broad side effects across other drops.
The same interaction events that power gameplay should drive issue handling and insights so teams avoid parallel tracking tools.
Urban3D uses Cartodrop as the operational backbone for a physical-world hunt: one authoring surface, one interaction pipeline, and one moderation/insight loop. The result is a game that remains simple for players in the street while still giving operators enough control to run it safely and consistently.