amc asia Turned the Airwallex Logo Into an F1 Skill Circuit with qiksense
The Challenge
Experiential marketing agency amc asia created the Airwallex Skill Circuit for its client Airwallex, an official partner of the McLaren Formula 1 Team, during the race weekend of the Formula 1 Singapore Airlines Singapore Grand Prix 2026 from 9 to 11 October 2026.
The idea was a short challenge in three parts, speed, focus and precision. Each game was played on the Airwallex logo itself, and every result counted towards one final score.
The agency needed an experience for Airwallex that could:
- Bring the Airwallex brand into the game itself, from its logo to its colours
- Relate every game to Formula 1 for the race weekend
- Give every player one final score to chase on an overall ranking

The Solution
To achieve this, amc asia used the qiksense platform as the software behind a customised journey of three skill games, played on a 55-inch portrait touchscreen. Every screen was built from the client's own screen designs, in the Airwallex look.
The experience followed a simple journey:
- Players tapped START THE CIRCUIT and typed their name on an on-screen keyboard
- In Game 1, Fastest Line, they traced the Airwallex logo from start to finish as fast as possible
- In Game 2, Stay Within, they guided a dot along a narrow path without touching the edges
- In Game 3, Perfect Alignment, they tapped the moment two Airwallex logos lined up
- After each game, a score page showed their result, their rank and the top five
- A final score out of 300 and an Overall Ranking closed the circuit
Retrieve Module: Player Name
Before the first game, players typed a name of up to 10 characters on an on-screen keyboard styled to match the design. That one name followed them through the journey and appeared on all four leaderboards, so nobody had to enter it again between games.

Engage Module: Fastest Line Reaction Game
The first game, Fastest Line, was a Trace the Logo game. Players held the white dot and traced the Airwallex logo to the finish line without lifting their finger.
Fastest Line was set up as a race against the clock:
- A 15-second clock, counting down from the moment the finger touched the start
- Ten checkpoints along the logo, shown as rings, so nobody could cut a corner
- One second added to the time for every slip outside the outline
- A Time's up screen with TRY AGAIN for anyone who ran out of time

Engage Module: Stay Within Precision Game
The second game, Stay Within, was a test of precision rather than speed. Players guided a dot along a narrow path through the same logo shape. The Stay Within format is strict, because touching the edge ends the round, so a steady hand mattered more than a fast one. Players had 30 seconds, and a Time's up screen let them try again.

Engage Module: Perfect Alignment Accuracy Game
The third game tested accuracy. In Perfect Alignment, two copies of the Airwallex logo glided towards each other and crossed over and over. Players tapped the screen once, at the moment they thought the two lined up, and saw their accuracy as a percentage to two decimals.

Reward Module: Final Score and Overall Ranking
Each game ended on its own score page with the player's time or accuracy, their rank and the top five for that game. After the third game, the three results were turned into points using the scoring table amc asia set for Airwallex, up to 100 points per game, with more points for a faster time or a closer alignment.
The final page showed the player's final score out of 300, their final rank and the Overall Ranking. A PLAY AGAIN button took them back to the start for another go at a higher score.
The Result
Using qiksense, amc asia gave Airwallex a branded skill challenge for the race weekend, with three short games and one score that brought them together. The circuit shows how brand activations can build interactive engagement around a brand mark.
The Brand at the Centre of Every Game
Players spent the whole circuit looking at the Airwallex logo. They traced it, steered through it and lined it up, so the brand was the game itself rather than a logo at the edge of the screen.
Three Quick Games, One Score to Beat
Each game took only seconds, and the score pages kept players moving from one to the next. The final score out of 300 gave every player a single number to compare, and the Overall Ranking showed who had the best all-round run.
A Reason to Play Again
Leaderboards on every game and on the final score gave players a target. Anyone who wanted a higher place could press PLAY AGAIN and start the circuit over.
Build and Launch Interactive Campaigns with qiksense
From Trace the Logo, Stay Within and Perfect Alignment to journeys that link several games into one final score, qiksense helps organisations turn a brand mark into a game people want to master. Build, launch and manage interactive campaigns through one flexible platform. Contact us or explore the qiksense Library to find the right experience for your next interactive campaign.

































