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Projects

Every product is a different game.

Here’s the work, in full. Whatever the product is, someone’s playing with it.

MISSION CARD · 04CHURN REDUCTION
0404

ELOO

Autonomous research agents, launched from a single prompt.

THE DROP-OFF

A run takes a few minutes. Once it starts, there’s nothing for the user to do, so they lose interest and leave. They can see the agent working, but not how close it is to the part they care about.

THE MOVES
1One short decision before the agent runs: the user orders the steps of their own workflow.
2A progress view built from icons and named stages, so waiting reads as moving forward.
3Once the run starts, the order is locked. That one choice gives users the agency to shape the task the way they prefer.
CARDS PLAYED
Agency
Progress
Open the full mission (PDF) →
FROM THE TABLE
“He combines deep expertise with true product thinking, focusing on how to turn gamification into practical, scalable features that drive real engagement. Professional, structured, and extremely hands-on.”
Davida Ginter, ELOO
MISSION CARD · 07GUIDED PROGRESS
0707

FlowBizz

A roadmap that takes a new business from idea to first customer.

THE DROP-OFF

The road from idea to first customer is long. The product already had levels, badges and a map, but it still felt like a pile of separate tasks, so people stalled between stages.

THE MOVES
1Chapters with a checkpoint at the end of each, where the user confirms the real-world work is done.
2A calm mentor figure that appears only at transitions, to say what comes next.
3Immediate feedback on every action, and a small celebration at each milestone.
4Invitations to peers at the same stage, so small groups move through together.

The existing roadmap stays as it is. All of this sits on top of it.

CARDS PLAYED
Competence
Open loops
Belonging
Open the full mission (PDF) →
FROM THE TABLE
“Beyond his professionalism and meticulous attention to the smallest details, working with him was a genuine pleasure. He was precise with deadlines, provided clear explanations, and showed great patience toward our lack of familiarity with the world of gamification.”
Ori Asher, FlowBizz
MISSION CARD · 15CREATOR ENGAGEMENT
1515

Vibyard

Playable games, created by describing them in plain language.

THE DROP-OFF

Anyone can make a game in a few minutes, and that’s the whole idea. But first-timers stare at an empty prompt, and once the game is done, there’s nothing left to do.

THE MOVES
1A guided start with real templates: puzzles, adventures, quizzes.
2A shared asset library, where using someone’s work counts in their favour.
3A creator profile that shows what you made and how many others built on it.
4Sharing by link or QR code, because a game only matters once someone plays it.

One rule above all: if we’ve overcomplicated it, we try again.

CARDS PLAYED
Social currency
Belonging
Competence
Open the full mission (PDF) →
SIDE QUESTBOARD GAME DEVELOPMENT

What’s the Catch?

A card game by Shoam Ravit Dahan.

Read the full story →

Would you accept something you really wanted if it came with an unexpected condition? And could the people around the table predict your answer? That question was the starting point. My part was turning a social dilemma into a competitive game that still works on the tenth play.

FROM THE TABLE
“Omri understands ideas quickly and finds so many possible solutions. His vast knowledge of board games helps him refine a game into something distinctive, fun, and true to its purpose.”
Shoam Ravit Dahan

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