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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

  • Directed task distribution and cross-team communication to streamline project workflow.

  • Led gameplay vision and design, establishing a strong experiential foundation.

  • Co-developed narrative and core mechanics for cohesive storytelling.

  • Designed and prototyped three thematic minigames: Punishment Game, Color Compressor, and Dream Decoder.

  • Built custom alternative controllers by integrating multiple Arduinos with Unity.

  • Programmed real-time I/O protocols between Unity and microcontrollers.

  • Integrated DMX lighting into Unity for dynamic, programmable stage effects.

  • 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.

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Our mascot character, and friend Bivvy

Core Loop/System Design
 

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Designing The Core Loop

  • 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.

  • 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.

  • Co-developed the spotlight punishment minigame alongside UI and interaction designers, using social pressure as a mechanic to encourage player empathy and group support.

  • 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.

  • 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
  • Designed Dream Decoder, a puzzle minigame based on cognitive dissonance based on color, where players flip color switches in the correct sequence

  • Structured gameplay to encourage efficient two-player communication and information relay

  • Built and iterated the gameplay system and refined the UI for clarity and flow

  • Utilized ScriptableObjects to easily manage data values and difficulty scaling during development

  • 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
  • Integrated U-DMX plugin by Neoldic Games to enable real-time DMX lighting control within Unity

  • Customized internal parameters within the plugin to meet specific project needs, with support from the developers

  • Developed tailored utility functions to make DMX control accessible and reusable for team members without coding experience

  • Designed and implemented all lighting sequences, enhancing the immersive quality of the installation

  • Collaborated with interaction designers to script alternative controllers using Teensy and Arduino

  • Focused on robust microcontroller-to-Unity communication, utilizing Uduino as the communication bridge

  • Customized Uduino's signal handling to support project-specific input/output logic and ensure stable runtime behavior

Thanks to our Amazing Team,​

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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. :)

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