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Using Meet v3

Meet v3 is the ChangeLab Creator workspace for building team-based, live workshop experiences. This guide walks through the full day-to-day flow your team will use, from first draft to published experience.


Create a Meet v3 project

  1. From your dashboard, click New Project.
  2. Choose Meet v3.
  3. Enter a clear project name.
  4. Click Create.

After this, you land on the project page.


Your project page

Think of this page as your project home. It gives you fast access to editing, design, and publishing, and it also shows whether your project is live.

Main actions at the top

  • Open editor: opens the timeline workspace where you sequence screens and games.
  • Open designer: opens the visual designer where you style registration, avatar selection, leaderboard, and related pages.

Deployment and sharing panel

This panel tells you where the project is in its publishing journey.

You will typically see:

  • Visit: available once a live deployment exists.
  • Repository: available once the project has been published to GitHub.
  • Domains: available when there is a live deployment, so you can manage domain setup.

Status labels can move between:

  • Draft: not published yet.
  • Not deployed: published to repository but not live.
  • Deploying: currently building.
  • Live: available to open and share.
  • Failed: deployment did not complete.

Other useful cards on this page

  • Versions: your release history.
  • Collaborators: who is currently active.
  • Activity: recent project actions (helpful during handovers).

Timeline editor

This is where you build the learner journey.

What you see in the editor

  • Asset library (main area): all project assets you can use.
  • Asset Preview (right side): details for the currently selected asset.
  • Journey Flow (bottom area): the live sequence of items learners will go through.

Building the journey flow

  1. Select or add assets in the library.
  2. Drag assets into Journey Flow.
  3. Reorder them by dragging left/right.
  4. Remove an item using the X button on the card or the card menu.

Adding assets from the library

Use Add asset then Add from library.

What this flow does:

  1. Choose a Game or Screen from the available library.
  2. If variants are available, choose the variant you want.
  3. Give the asset a clear name for your project.
  4. Click Add to Project.

What this means in practice:

  • You are adding a project copy that your team can configure.
  • Renaming or configuring this copy does not change the original template in the global library.
  • Once added, the asset appears in your library and is ready to place in the journey.

Uploading custom zipped assets

Use Add asset then Upload zip when your team has a packaged custom activity.

Typical flow:

  1. Upload the zip package.
  2. Confirm the asset type where needed.
  3. Review it in the asset library.
  4. Drag it into the journey like any other asset.

Working with the Asset Preview panel

When you click an asset in the library, the preview panel helps you manage it:

  • Preview image and asset type label.
  • Asset name and update details.
  • Rename action.
  • Edit Screen or Edit Game button to open full asset editing.

Multiple journey flows (timelines)

You can run more than one timeline inside a single project.

  • Add a new timeline with +.
  • Rename, duplicate, or delete from the timeline menu.
  • Double-clicking a timeline tab also opens rename.

This is useful when one project needs multiple workshop runs or alternate routes.

Item settings in Journey Flow

Each item can be opened in Settings to adjust:

  • Item name
  • Item type (for example start, end, feedback)

Use this to keep your flow clear for facilitators and participants.


Asset editor

From Asset Preview, click Edit Screen or Edit Game to open an individual asset editor.

What this editor is for

  • Editing wording, content blocks, media, and behaviour for that specific asset.
  • Previewing how the asset looks before returning to the timeline.
  • Resetting an asset back to defaults when needed.

Save behaviour

In asset editor pages, save is explicit:

  • Use Save Screen or Save Game.
  • If nothing changed, you will be told there are no changes to save.

Good team habit: always save in the asset editor before leaving it.

Important distinction

  • Removing from Journey Flow only removes sequence placement.
  • Deleting from Asset library removes the asset from the project library itself.

If an asset is deleted from the library, it is also removed from the journey where it was used.


Visual designer

Use the visual designer to shape the participant-facing look and feel across key Meet pages.

Register tab

Use this for the registration screen participants first see.

You can control:

  • Background image
  • Headings on/off
  • Main title and subtitle text
  • Form label and placeholder text
  • Button label
  • Text colours
  • Corner radius style

Customisation tab

Use this for the team setup page where teams name themselves and pick avatars.

You can control:

  • Background image
  • Main heading and heading visibility
  • Team label and team description text
  • Avatar label and avatar description text
  • Label, description, accent, and accent-text colours
  • Corner radius style

Avatar tab

Use this to manage available avatars for team selection.

You can:

  • Upload image avatars
  • Add simple colour-circle avatars
  • Rename avatars
  • Remove avatars
  • Toggle whether avatar names are shown in the form
  • Adjust avatar label colour

Colours tab

Use this when you want broader brand-level styling.

You can set:

  • Global colours (background, text, borders, inputs, primary/secondary/accent, etc.)
  • Component colours (navigation and team card styling)
  • Screen-specific colours (register/customisation/leaderboard/admin elements)
  • Corner radius style

Leaderboard tab

Use this for the leaderboard reveal experience.

You can control:

  • Leaderboard background image
  • Leaderboard title text and colour
  • Reveal delay timing
  • Drumroll on/off
  • Drumroll audio upload and preview
  • Team card colours (background, text, border, points)
  • Corner radius style

Admin signup tab

Use this for the facilitator-facing sign-up feed view.

You can control:

  • Admin signup background image

Games tab

This tab is a shortcut to open the experience editor in a new tab.

Saving in visual designer

Visual changes are saved with the Save button in the designer sidebar.

As a safe team process:

  1. Make visual changes.
  2. Click Save.
  3. Return to the project page and continue with publishing when ready.

Publishing and sharing

When content and design are ready, open the publish page.

Typical publishing choices

  • Publish to GitHub: updates the repository only.
  • Publish + deploy: updates the repository and creates/updates a live deployment.

For already-published projects, use Republish options.

Practical release checklist

Before you publish:

  1. Confirm Journey Flow order is final.
  2. Save any open screen/game edits.
  3. Save visual designer updates.
  4. Confirm key text and backgrounds on Register, Customisation, and Leaderboard.
  5. Then publish.

After deploy completes:

  • Use Visit to open the live experience.
  • Use Repository for release traceability.
  • Use Domains if your team needs domain updates.

Next steps

  • Screens: browse screen types and content ideas.
  • Games: browse game types and interaction patterns.
  • Meet Platform: platform and API reference.

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