Wimbledon’s Virtual Hill Returns

// services
Interactive Installation
Motion Design
Campaign Strategy
The 2022 return of Wimbledon's Virtual Hill, built with Wasserman for Wimbledon and AMEX. Wider world, daily missions, ballot system, and social features built on the 2021 foundation.
Building on a proven platform
The 2021 Wimbledon Virtual Hill was built under pandemic constraints, as a way of bringing the tournament to fans who could not attend in person. By 2022 the constraints had lifted, but the audience had not gone anywhere. Working again with Wasserman for Wimbledon and AMEX, we returned to the Virtual Hill with a significantly expanded brief: a wider world, daily missions, a ballot system, and social features that let fans find and follow each other across the fortnight.Building a sequel to a successful experience requires a particular honesty about what worked and what was a workaround. We audited the 2021 platform before scoping the 2022 build, separating the features fans had genuinely engaged with from those that had been included because they were possible.
Daily missions and the ballot system
One of the structural problems with live-event metaverse experiences is retention. Fans arrive on day one, explore the space, and then have no reason to return. The daily mission system addressed this directly: new objectives appeared each morning, tied to the day's match schedule and unlocking rewards that had genuine scarcity. The ballot system gave fans something to compete for across the two weeks, with prizes that connected the virtual experience back to the physical tournament.Designing these systems required working closely with the Wimbledon and AMEX teams on the reward structure and the legal constraints around competition mechanics in multiple territories. We built the mission engine to be content-editable by the client team during the live fortnight, reducing our operational dependency.
Social infrastructure at scale
The social layer was new for 2022. Fans could create persistent avatars, find friends, and share their position in the Hill's world during play. For AMEX, this created a branded social environment around one of the most-watched sporting events in the world. For Wimbledon, it extended the reach of the tournament into a demographic that was engaging with sport primarily through digital channels.Running social features at tournament scale, across a fortnight, with moderation requirements, is a different engineering problem from building the experience itself. We built the moderation and reporting infrastructure in parallel with the social features, and ran load testing against the expected peak match-day traffic before the tournament opened.