Web3 Incentives & Quest Platform
Any incentive campaign with real value attached immediately attracts automated farming, and a naive implementation ends up paying thousands of wallets controlled by one person. The engineering here is mostly defensive: proof-of-personhood scoring, bot challenges and multi-wallet support are layered so that a participant has to be plausibly human before an allocation is recorded. The presentation layer is deliberately elaborate — a real-time 3D scene — because campaign products live or die on whether people want to be there.
Client application with 3D presentation, multi-chain wallet support and anti-abuse integrations
Documented as an architecture record. Campaign platforms are time-boxed by nature, so the anti-abuse design outlives any particular campaign.
Getting from a visitor to a verified allocation
Watch how many checks sit between arriving and earning. Each one exists because campaigns with real value attract automation.
Connects accounts across EVM and non-EVM ecosystems.
Why the friction comes first.
Highlights
Prove you are a person, then earn
The flow is deliberately front-loaded with friction: identity and personhood are established before any quest counts. That ordering is what stops a farming script from accumulating allocations across hundreds of wallets.
Presentation
A real-time 3D campaign surface with quest progress and reward feedback.
- WebGL scene with post-processing effects.
- Interaction feedback designed to make participation feel worth doing.
Identity and personhood
Wallet connection across ecosystems, plus evidence that a participant is human.
- Personhood scoring integrated before allocations are recorded.
- Bot challenge as a second, independent layer.
Quest verification
Confirms a quest was genuinely completed before crediting it.
- On-chain actions are verified against chain state.
- Social actions are treated as weaker evidence and weighted accordingly.
Allocation
Records what a participant has earned.
- Written as records rather than accumulated in ad-hoc totals.
- Gated behind the personhood layers.
Client structure
A single-page application where the anti-abuse integrations carry more weight than the feature surface — because a campaign with real value attached is attacked immediately. 16 units across 4 groups.
Presentation
5State & services
5Chain
3Anti-abuse
3Stack by layer
Delivered work
Campaign platform
- Real-time 3D campaign surface with post-processing effects.
- Multi-ecosystem wallet connection.
- Quest progress, completion feedback and reward presentation.
Anti-abuse
- Proof-of-personhood scoring integrated ahead of allocation.
- Independent bot challenge layer.
- Allocation gating so rewards are recorded only after checks pass.
- Differentiated verification for provable and unprovable quest types.
Modules and demo strategy
Layered anti-abuse
Keeps allocations going to people.
- Multiple independent layers rather than one check.
- Ordered before earning, not after.
Quest verification
Distinguishes proof from claim.
- On-chain actions verified directly; social actions weighted lower.
3D presentation
Engagement treated as a requirement.
- Real-time WebGL rather than static marketing pages.