Digital Experience Plan

Operation: Unbreakable

A four-level arcade simulation that puts every player in the CISO's chair during a live ransomware incident, proves the resilience story by making them live it, and captures a qualified conversation for the booth team. This document maps the full experience, the front-end players see and the back-end that runs it.

Event
Black Hat USA 2026
Location
Las Vegas
Booth
10' x 20' Inline

What We Are Building

Operation: Unbreakable is one continuous simulation built on Absolute's four-pillar resilience story. The player is the CISO of an enterprise mid-attack. They do not stop the attack by hand, because the platform does that autonomously, embedded in firmware before the OS loads. Their job is the judgment a leader still owns, while Absolute has their back. By the end they have lived the message, and the booth has a call sign, an email, and a warm handoff.

01

One Continuous Simulation

Four levels, one narrative, built for the security specialist. The 8-bit arcade feel keeps it fun while the content stays serious enough to filter for real practitioners.

02

Front-End and Back-End

The demo shows the experience players touch. Behind it sits the engine: capture, privacy, admin analytics, and the public leaderboard. This plan covers both.

03

Privacy-First Capture

Call sign and email only, badge scanned separately, all attendee data auto-purged after the show. Built for a privacy-paranoid audience, not against it.

Play It First

The live demo at operationunbreakable.exhibithappy.design is the working front-end. Play it alongside this document. Everything in the sections that follow either appears in that demo today or is mapped here as the next build phase.

What Players See, What Runs It

The demo can show you the felt experience, but it cannot show the engine underneath. The engine is where your real questions live: your data, the privacy posture, the admin control, the reuse across shows. So everything in this plan sits under one of two headers. You always know which half you are looking at.

THE EXPERIENCE

Front-End

Everything the player touches at the booth. The attract screen, the token start, the four levels, the scoring, the end screen. This is what the live demo shows, and what draws the crowd and teaches the story.

THE ENGINE

Back-End

Everything that makes it run and makes it safe. Data capture and auto-purge, the admin command center, the public leaderboard with its countdown, and the configuration that lets one build run multiple shows.

The Player Journey

This is the path every player walks, and it maps directly onto the live demo. A player goes from attract screen to a warm conversation with the booth team in four to five minutes.

01
Attract
INSERT COIN screen draws the player in
02
Token + Badge
Player hands the token to the attendant, badge is scanned
03
Call Sign
Player picks a handle for the leaderboard
04
The 4 Levels
Anticipate, Withstand, Recover, Adapt, each running the same four-beat loop
05
End Screen
Resilience score and downtime result
06
Email + Board
Score is emailed and posted to the leaderboard
07
Handoff
Booth team starts the real conversation

Every Level Runs the Same Four-Beat Loop

This repetition is deliberate. It is what makes four levels feel like one arcade cabinet, and it is how the run stays inside the four to five minute window.

BEAT 1
Mission Card
One line of setup, one objective, the timer. Tap to begin.
BEAT 2
Intro Mini-Game
A short arcade flavor moment. Unscored, pure feel.
BEAT 3
Decision Sim
The scored level. Real security-leader calls under the clock.
BEAT 4
Commercial
A fast card naming the Absolute products that just had your back.
The Core Mechanic

You cannot lose the attack. Absolute neutralizes and recovers it every time, because that is the product truth. The stakes live in the clock, the quality of your decisions, and one honest beat: if you stumble, the screen tells you so, then reminds you that because you run Absolute, you had your back anyway. The leaderboard, not a locked door, is what creates the competition.

The Four Levels

Each level is one pillar of Absolute's resilience story, made playable. Players see mission titles, never the pillar names. Every level features real products so the story is deliberate, not decoration.

Level 1 / Anticipate

Eyes On

Player Does
Spots the three real warning signals hidden in the noise before the timer runs out.
Teaches
You cannot defend what you cannot see. AI surfaces the signals, the human decides what matters.
Featured
Absolute Visibility, AI Threat Insights, AI Assistant
Level 2 / Withstand

Impact

Player Does
The payload hits. While the platform auto-isolates infected endpoints, makes three rapid business-continuity calls.
Teaches
You do not stop the attack by hand. You trust the system and protect what keeps the business running.
Featured
Absolute Resilience self-healing, Secure Access policy enforcement
Level 3 / Recover

Back Online

Player Does
Guides the autonomous recovery, sets the priority order, races to $0 downtime.
Teaches
Back online in minutes, not days. The recovery is automatic and the downtime is zero.
Featured
Absolute Rehydrate, Secure Endpoint self-healing, Resilience for Automation
Level 4 / Adapt

Level Up

Player Does
Reads the post-incident report and makes three policy decisions that shape next-attack resilience.
Teaches
Every incident makes you stronger, if you let it. This is the senior conversation starter for the booth team.
Featured
Customizable Dashboards, Resilience for Security, Secure Access policy groups
A Note on Level Content

The specific signals, decisions, and incident timings are built as editable values, ready to drop in the approved answers and official numbers from your product marketing team. They can be updated without rebuilding the game, which is also what lets the same build run again at Fal.Con.

The Engine

The part the demo cannot show you. Four systems run behind the experience, and together they are what make Operation: Unbreakable a real platform rather than a one-off game.

A / DATA + PRIVACY

Capture, Then Forget

Call sign and email captured in-game. Real contact data comes from the separate badge scan and never touches the leaderboard. All attendee data auto-purges after the event. Detailed in the Privacy section.

B / ADMIN

Command Center

Not a lead-export tool, because there is no follow-up. A live analytics view: games played, score distribution, throughput per hour, and email-send confirmations. Plus timer and difficulty control.

C / PUBLIC PAGE

Leaderboard + Countdown

A one-page live leaderboard players reach through a button in their score email, since QR codes are not permitted at Black Hat. It carries a live countdown to the end-of-day prize moment, pulling top players back with no push spam.

D / MULTI-SHOW

Modular Config

Show name, email copy, the link the end screen points to, the timers, and the level content are all admin-configurable. One build runs Black Hat, then Fal.Con with new messaging, then beyond.

System Map

Front-end and back-end together, and how they connect. Gameplay feeds capture. Capture feeds the booth leaderboard screen and the public page. Everything feeds the admin analytics. This is the whole plan in one view.

Front-End / What Players See
Attract + Start
INSERT COIN screen, token, call sign entry
The 4 Levels
Anticipate, Withstand, Recover, Adapt
End Screen
Resilience score, downtime result, CTA
Booth Leaderboard
Live high-score display on the wall
Call Sign + Email + Score
Back-End / The Engine
Capture + Privacy
Call sign and email, auto-purge timer
Admin Command Center
Plays, scores, throughput, email logs
Public Leaderboard Page
Mobile mirror with prize countdown
Multi-Show Config
Show name, copy, timers, level content
External Badge scan feeds real contact data into your stack, kept entirely separate from the leaderboard.

Privacy by Design

This audience is the most privacy-aware on the show floor. So the data posture is built to be shown off, not buried. Four promises, enforced in the build.

Call Sign Only

No Names on the Board

The leaderboard shows the player's chosen call sign. Never a real name, never a company. The competition is public, the identity is not.

Minimal Capture

Call Sign and Email

The game captures only what it needs to send a score and a leaderboard link. Real contact data comes from the badge scan, handled by your stack.

Auto-Purge

Gone After the Show

All attendee data auto-deletes on a set window after the event. The retention period is a single configurable setting, with an automated purge job.

No Follow-Up

Not a Lead List

Captured data is for the gameplay experience only, not sales follow-up. The admin back end has no lead-export, by design, because there is none.

What Is Live Now, What Is Next

The demo in front of you is Phase 1. The back-end systems are mapped and architected, and come next once the design is approved and the content lands.

Live in the demo

Phase 1 / The Playable Experience

  • The full four-level flow, front to back
  • Mission cards, intro mini-games, scored sims
  • Per-level commercial beats with real products
  • End screen with resilience score and downtime
  • Call sign and email capture
  • Working leaderboard
Next phase

Phase 2 / The Engine

  • Admin command center and analytics
  • Per-show configuration for multi-event reuse
  • Auto-purge retention job
  • Public leaderboard page with prize countdown
  • Final product-tour links on the end screen
  • Badge-scan data integration

What We Need From Absolute

To move from the working demo to the show-ready build, these items come from the Absolute team.

ItemOwnerStatus
Approved level content: signals, decisions, and the correct or higher-value answersCamila / Product MarketingNeeded
Official incident timings and recovery logicProduct MarketingNeeded
Capture method confirmation (email is the working default)DanielleNeeded
Data retention window and privacy wordingDanielle / LegalNeeded
Prize structure and prize-wall listDanielleNeeded
Brand vector assets and background art directionMinty / TrilogyNeeded
Badge-scan data interface or event-system accessAbsoluteNeeded
Progression model sign-off (always advance, leaderboard as stakes)Danielle / MintyNeeded

Scope Breakdown

A clear accounting of what Steelhead delivers and what the Absolute team provides.

Steelhead Delivers

#DeliverableStatus
1Operation: Unbreakable game development, all four levelsIn progress
28-bit UI and UX design, Absolute brandedIn progress
3Booth leaderboard display and public mobile leaderboard pagePending
4Privacy-first capture flow with badge-scan integrationPending
5Admin command center: analytics, timers, retention, per-show configPending
6Modular multi-show configuration for Black Hat and Fal.ConPending
7On-site setup documentation and remote support during the eventPending

Absolute Provides

#ItemNotes
1Approved level content and official timingsFrom Camila and product marketing
2Brand vector assets and background art directionMinty and Trilogy
3Badge-scan data interface or event-system accessFor the separate real-data capture
4Prize structure and on-site staff for prizesPrize wall and end-of-day raffle
5Capture method and data-retention policy confirmationEmail default, retention window

Production Timeline

Key milestones from demo review through deployment to the show floor.

MilestoneTarget
Demo reviewed and experience plan approved6/30/2026
Approved level content and timings receivedTBD
Back-end build: admin, capture, public pageTBD
Full integration testingTBD
Final review with AbsoluteTBD
Deploy to booth hardwareTBD
Black Hat USA 2026 Live8/01/2026