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Beyond the screen,
into a future city.

Taolive City is a 3D digital-twin shopping world that Taobao Live built from scratch. Three strands, new spaces, new play and new ways to shop, give brands their own halls and a stage for marketing, and give young users something they can actually take part in. A “template hall + light customisation” model brought 20+ brands live in three weeks over Double 11.

Project
Taobao Live · 0→1
Team
2 UX · 1 concept artist · 2 technical artists
Field
3D · digital twin
Milestone
Double 11 · standard onboarding
¥20M+Attributed GMV
10MTo live rooms
200sAvg. session
23%Peak D1 return

*Figures are rounded. No live business data is shown.

01Goals & strategyStrategy

Use new technology
to make marketing
more interactive.

The next step for live streaming isn't just a screen. We wanted to use 3D and digital-twin technology to build an interactive marketing space for users and merchants that goes beyond reality and invites participation.

The project had to serve three parties at once: the business wanted time spent and activity, merchants wanted a new place to operate, and young users wanted something fresh.

Business goal

More time spent and activity

Increase time spent on live streaming and drive user activity.

Merchant goal

A new marketing stage

Give brands a new place to run interactions and marketing.

User goal

Fresh and interactive

Give young live-stream users a fresh experience they can take part in.

Marketing needs→A new 3D interactive experience
  • New spaceBrand marketing

    Immersive brand experiences

    Varied scenes and private halls make brands feel tangible and immersive

    Space
  • New playAudience engagement

    Fresh, fun ways to play

    Everyday marketing games, games for fun, and big-event campaigns

    Interaction
  • New shoppingProduct promotion

    Products shown vividly, from every angle

    3D interactive live streams and immersive in-store shopping

    Commerce
02New space · scenesSpace · Scenes
SBuilding the world

A 3D space for
commerce + user play

With “Future City” as the theme, we built a city-scale world where the stage, central station, streamer camp and shopping street each have a role, developed step by step from concept art to block-out demo.

Eight scenes, each with a clear job: the shopping street, metaverse brand halls and metaverse live rooms serve brands' commercial needs; the stage, botanical garden, crystal island, streamer camp and central station are where users come to play.

Varied scene set-upEight scenes balance brands' commercial goals with users' wish to play: a city to stroll, play and shop in.
03New space · brand hallsSpace · Brand halls
0→13D space design process

Build a showroom
that brings brands in

There was no playbook for a brand's own 3D hall. We broke 3D space design into four steps: basics, function, visual experience and iteration, each with a clear output, before merchants tested it and asked for changes.

STEP 1

Basics

Industry → style direction
  • Map space styles by industry
  • Reference physical stores and brand tone
STEP 2

Function

Scale → zones → flow
  • Small / medium / large space structures
  • Product booths and add-on combinations
  • Shopping flow and interaction points
STEP 3

Visual experience

Form → decoration → lighting
  • Form and materials
  • Decorative elements
  • Lighting / sound
STEP 4

Iteration

Merchant testing → revisions
  • Collect merchant feedback and issues
  • Add templates, colour schemes and booths
1→NEfficient onboarding

Lightly customised,
to fit each brand

To get more brands in quickly, the onboarding strategy became 1 template hall + N light customisations: three template styles cover the main industries, and brands only customise the theme colour and product models.

Onboarding was standardised into five steps: choose a style, customise theme colours, add product models, collect brand feedback, then test and polish.

Three template hall styles A · Tech · sports / beauty / 3CB · Wonderland · beauty / homeC · Space · auto / large appliances
Brand onboardingStandardised partnerships timed to major campaigns such as Women's Day, 520, 618, Double 11 and the New Year shopping festival. Brand halls for ORA, Tissot, La Mer, COSMO and others went live one after another.

During Double 11, 20+ brands went live in 3 weeks; a brand store could be onboarded in as little as 3–5 days.

04New playInteraction
PEveryday play

3D play,
built for marketing
and participation

Everyday play answers the ongoing needs of users and merchants, and comes in two kinds: marketing play wins brands exposure, store visits and conversion; fun play drives time spent, return visits and sharing.

For each type we set the interaction goal first, then found the motivation to take part, and only then chose the form.

TypeGoalMotivationExamples
01Marketing playBrand exposure / store visits / conversionDeals and perks / virtual rewardsRed-packet hunts on the street, brand-store queue draws, capsule-toy draws for points
02Fun playTime spent / return visits / sharingAchievement / scarcity / curiosityTimed dance parties, celebration fireworks, avatar catwalk shows
From street red packets to a timed dance floor — marketing and fun run together, so the space has something to do every day.
05New shoppingCommerce
C3D interactive live room

From watching live
to walking in.

Version 1.0 simply moved the live video and 2D product images into a 3D space. Version 2.0 brought streamer blending + 3D products + smart co-host interaction: the streamer is keyed into the scene, products, follow buttons and effects are all rendered in 3D, and the user stands right inside it.

Beyond live streams, browsing a store was rebuilt into three steps, “browse, get inspired, buy”: immersive product interaction, a 720° holographic product view, and ordering virtual products.

3D interactive live room · 1.0 → 2.0Content that blends into the scene and a stronger sense of being there, extended to three scenarios: immersive live interaction, 3D product information and live replays. 1.0 · live video + 2D product images2.0 · streamer blending + 3D products + smart co-host
Immersive in-store shoppingInteract with products while browsing, view a 720° holographic introduction and specs when inspired, then order directly in the virtual space.
06Interface & frameworkFramework

In a 3D world,
the UI steps back.

The interface is zoned by the user's questions: tasks and the map answer “where am I and what do I do”, the action area holds the joystick and follow controls, and live feedback, game controls, announcements and global functions each have a fixed place, while a clear safe zone keeps the view uncluttered.

Spaces are organised in levels: the level-1 space is the spawn point and outermost container, handling content distribution and global information; level-2 spaces are customised interaction containers; level-3 spaces are interaction sub-spaces, such as DIY decorating mode. Landscape and portrait framework guidelines keep every space consistent.

Interface interaction & framework guidelinesInterface zones, level-1 / 2 / 3 spaces, and two framework guidelines for landscape and portrait.
07ImpactImpact

People stay.
Brands come in.

Taolive City launched during Double 11: average session 200 seconds, peak D1 return 23%; it drove 0.5–2M visits to brands, 10M to live rooms, and ¥20M+ in attributed GMV.

The project was also covered by WWD China, SocialBeta, COSMO and other media.

User behaviour

Business results

Avg. session200s
Peak D1 return23%
UV0.5–1M
Brand traffic0.5–2M
To live rooms10M
Attributed GMV¥20M+
CoverageA WWD China feature, SocialBeta's “Taobao Live gets a metaverse venue”, and COSMO's “Beauty Metaverse” featuring Taolive City.