

Description
Led a group of 11 students to make a Themed Entertainment game, focusing on Game Design, Project Management, Prototyping, and Physical Computing.
Duration
Engine
2024
Unity
Genre
Surveillance, Arcade
Platform
Phsyical Controllers, Custom Built Space
Position
Contribution
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Directed task distribution and cross-team communication to streamline project workflow.
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Led gameplay vision and design, establishing a strong experiential foundation.
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Co-developed narrative and core mechanics for cohesive storytelling.
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Designed and prototyped three thematic minigames: Punishment Game, Color Compressor, and Dream Decoder.
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Built custom alternative controllers by integrating multiple Arduinos with Unity.
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Programmed real-time I/O protocols between Unity and microcontrollers.
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Integrated DMX lighting into Unity for dynamic, programmable stage effects.
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Engineered scalable serial communication systems for broader hardware support
About ChromaCorp
ChromaCorp draws players into a surreal, nostalgic world as new hires at a powerful color company. By day, they complete mundane office tasks. But behind the scenes, they rebel to uncover the corporation’s grip on color itself. Blending classic animation with hands-on, physical interactions, ChromaCorp invites players to choose: obey the system or risk everything to bring color back.
Designing the Experience
ChromaCorp was a project intended to deliver a unique experience. We started developing the idea from a keyword: surveillance. From there, through rigorous brainstorming sessions, our vision became clear. We wanted a game with a strong, relatable narrative and a satisfying goal: to go against a tyrannical established power while saving a companion.

Our mascot character, and friend Bivvy
Core Loop/System Design
Designing The Core Loop
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Focused on creating tension between corporate task pressure and cooperative subversion, working closely with fellow designers and narrative leads to ensure systems supported the game’s core themes.
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Collaborated with creative technologists and artists to design gameplay systems that reward discreet coordination between players, allowing subversive teamwork to emerge naturally within oppressive environments.
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Co-developed the spotlight punishment minigame alongside UI and interaction designers, using social pressure as a mechanic to encourage player empathy and group support.
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Co-designed a company-wide HP system with engineers and narrative designers to align gameplay feedback with the story, turning the corporation into a shared enemy players could strategically take down together.
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Documented the core loop and systemic interdependencies to ensure clarity across disciplines, providing designers, artists, and engineers with a shared framework that encouraged cross-team alignment and efficient iteration.
Dream Decoder
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Designed Dream Decoder, a puzzle minigame based on cognitive dissonance based on color, where players flip color switches in the correct sequence
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Structured gameplay to encourage efficient two-player communication and information relay
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Built and iterated the gameplay system and refined the UI for clarity and flow
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Utilized ScriptableObjects to easily manage data values and difficulty scaling during development
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Configured Teensy as a USB HID device to send simulated keystrokes to Unity, allowing seamless integration of physical controls as in-game inputs
DMX and Microcontrollers
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Integrated U-DMX plugin by Neoldic Games to enable real-time DMX lighting control within Unity
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Customized internal parameters within the plugin to meet specific project needs, with support from the developers
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Developed tailored utility functions to make DMX control accessible and reusable for team members without coding experience
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Designed and implemented all lighting sequences, enhancing the immersive quality of the installation
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Collaborated with interaction designers to script alternative controllers using Teensy and Arduino
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Focused on robust microcontroller-to-Unity communication, utilizing Uduino as the communication bridge
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Customized Uduino's signal handling to support project-specific input/output logic and ensure stable runtime behavior
Thanks to our Amazing Team,​

ChromaCorp received the Alt Ctrl GDC Award at the 2025 Game Developers Conference, and Live Action Awards at Indiecade 2024, celebrating its innovative use of alternative controllers and immersive, installation-based gameplay. The game was recognized for pushing the boundaries of player interaction through a surreal, satirical take on corporate life. :)


