ImmA
For marketing and events agencies

Put your client's brand inside the story

A campaign people choose to play. ImmA turns a store, a stand, a product or a whole neighbourhood into a live investigation that teams walk, argue over and remember, with your client at the centre of it.

What a live investigation does for a brand

An advert is seen for seconds. A mystery is played for an evening, and every minute of it happens where your client wants it.

Ninety minutes of attention

Teams spend around ninety minutes inside the story, by choice, heads up and talking to each other. No banner and no spot buys that.

Footfall where you want it

Every location is a real place with a QR code. Put the scenes in your client's stores, on their stand or at partner venues, and the trail brings people through those doors.

The product as evidence

A product, a package or a campaign visual can be a clue players must find, handle and discuss. It is remembered because it mattered to the answer.

Characters who carry the message

Players question the characters in their own words. What those characters know is written with you, so the brand's story is told in conversation rather than in copy.

Followed live, summed up after

Mission Control shows every team while it runs, the organizer receives a summary of players and clues found afterwards, and each team leaves with a recap page it can share.

Co-branded, in every language

Your client's logo sits on the scenario's cover, and players read and question the story in their own language, even when it was written in another.

Try it yourself: three campaigns ready to build

Each one comes with a written brief. Start it, change the details to fit your client, and ImmA builds the characters, the clues and the trail from it.

Tell the brand's story as a mystery

For a brand with a history to share: a founder, a signature product, a craft handed down.

What your client gets: its heritage, its values and its products become the plot, discovered by players who question the characters instead of reading an advert.

Read the brief

The Hundredth Recipe

A family chocolate maker is celebrating its hundredth year. On the eve of the anniversary, the founder's handwritten recipe book disappears from the display case of the flagship shop. The suspects are the people who carry the house today: the master chocolatier trained by the founder's son, the heir who wants to modernise the brand, the marketing director preparing the centenary campaign, and a rival confectioner visiting for the celebration. The clues are the brand's own objects: packaging from different decades, an old delivery ledger, a photograph of the first shop, the signature praline. Players learn the brand's real story while solving the case. The answer players must reach is kind rather than criminal: the master chocolatier hid the book himself, because the rival had come to copy the original recipe, and he chose to protect it the way the founder would have. The ending shows what the house stands for. Played in and around the shop in 75 minutes, teams of 3 to 5, all ages. Tone: warm, curious, a little mischievous.

Start this scenario

Bring new customers through the door

For a shopping street, a mall, a hotel, a food hall, or any venue that is opening or reopening.

What your client gets: a trail whose scenes are its own shops and spaces, so every team walks through every door and meets the people behind the counter.

Read the brief

The Vanished Painting of the Arcade

A covered shopping arcade reopens after a long renovation. During the opening weekend, a painting lent by the town museum for the occasion disappears from the central hall. The suspects are the arcade's shopkeepers: the bookseller, the café owner, the florist, the watchmaker and the manager of the new concept store. Each shop is a location with its own QR code, so teams have to walk into every one of them to find evidence and question the person who runs it. The clues show what makes each shop worth coming back to: a first edition in the bookshop, the café's house blend, a bouquet ordered for the reopening, a clock being repaired. Nobody is hurt, and nobody is guilty of anything worse than a clumsy surprise. Played across the arcade in 60 to 90 minutes, teams of 2 to 6, families welcome. Tone: light, playful and neighbourly.

Start this scenario

A murder mystery starring the real team

For an anniversary, a seminar, an onboarding day or a client evening, where the company's own people are the cast.

What your client gets: its culture, its in-jokes and its way of working become the story, and colleagues or clients get to know the team by questioning it.

Everyone who appears as a character agrees first. In the Factory, add each person under Elements to include and tick Real person: ImmA then never makes them the culprit or an accomplice, never generates their face, and will not publish a scenario that breaks either rule. To show them in the game, add a photo they gave you set to Use as-is.

Read the brief

Who Took the First Trophy?

An anniversary evening for a 40-person design agency. Four characters are the agency's real team, played as affectionate caricatures of themselves: the founder who tells the same story at every party, the creative director who never lets a font go, the office manager who knows where everything is, and the newest intern. During the party, the agency's very first award trophy disappears from the reception shelf. Each of the four had a good reason to borrow it, which is what makes them suspects, but none of them took it: the culprit is a fictional guest, the agency's very first client, back for the evening with a touching reason. The clues come from the office itself: the meeting room whiteboard, the coffee rota, the wall of client logos, an old pitch deck. Nobody is embarrassed, and the ending is a celebration. Played indoors across the office in 75 minutes, teams of 4 to 6 colleagues. Tone: funny, warm, full of in-jokes.

Start this scenario

Starting one needs an Architect account and a subscription, because the build runs on Generation Tokens. The brief is yours to rewrite before anything is generated.

How a campaign runs

  1. 1

    Brief us

    The client, the audience, the places, the date and the message that has to land. Tell us what success looks like.

  2. 2

    An Architect writes it around your client

    A dedicated author builds the plot, the cast and the trail of clues around the brand, and the case is checked for solvability before anyone plays it.

  3. 3

    Run it and read the results

    Print the QR kit, open the doors and follow every team live. Run it again in another city, or leave it in place for a season.

Where it fits

  • Product launches. The new product is the key piece of evidence.
  • Retail trails. A mystery that runs through several stores in a city centre.
  • Trade shows and stands. A case that keeps visitors at the stand and brings them back to it.
  • Festivals and sponsorships. A sponsor's investigation that spreads the crowd across the site.
  • Employer brand. A recruitment day or an onboarding, played as a team.
  • Loyalty and client events. An evening for a client's best customers that they will still be talking about.

What we do not do

ImmA does not buy media and does not bring the audience. You bring the crowd, from your client's customers to a festival's visitors, and we give it something to do that holds it for an evening. Everything on this page is something the product already delivers.

Have a client in mind?

Tell us about the brand and the occasion. We read every message and reply personally.

Live investigations for marketing agencies · ImmA