SideQuest
An app concept that turns your city into a game: a living 3D map of run clubs, gigs and pop-up events, with XP for showing up.
- Role
- Product Designer
- Services
- Product Design
- Scope
- 11 screens, two visual themes

The idea
SideQuest began as a design test with one question behind it: what if finding something to do on a Saturday felt like playing a game? Event listings make a city feel like admin. SideQuest makes it a map worth exploring, where every run club, gig and pop-up volleyball match is a quest with XP attached.
It’s a tight concept of 11 screens, so each one had to earn its place.

A map you want to open
The map is the product. I designed it as a bright 3D city, with clean filter pills and a floating nav bar keeping out of its way, so your eye goes straight to what’s around you. As you pan, each spot shows what it’s worth. Pull up the menu and nearby activities surface as rich cards, so you can browse without losing your place on the map.
Built to get you out of the door
The detail screen has one job, which is getting you to go. A full-bleed photo sets the mood, three stats answer how far, how long and how hard, and the faces of people already joining do the persuading. Quests are verified by location, so XP goes to people who actually turn up.
Version 1.2 sharpened this further. A crowd count became the names of friends who’ve joined, and you can now challenge a rival before you set off, which is a far stronger nudge than any notification.

Testing the mood
I also pushed a deep copper theme to see how far the identity could stretch. It’s warmer and more premium, and the isometric map holds up beautifully in it, which told me the world I’d built was stronger than any one colour.


