Position
Lead Game Designer, Producer, Physical Computing
Description
Led a group of 11 students to make a Themed Entertainment game, focusing on Creative Direction, Game Design, Project Management, Prototyping, and Physical Computing.
Duration
Engine
2024
Unity
Genre
Surveillance, Themed Entertainment, Arcade
Platform
Phsyical Controllers, Custom Built Space
ChromaCorp invites players into a surreal, nostalgic world where they step into the role of new employees at the world’s leading color company. In this immersive gameplay experience, players must balance daily desk work with covert acts of rebellion to uncover the company's sinister control over the world's colors. With a unique blend of classic animation styles and physical, installation-like interactions, ChromaCorp challenges players to navigate the gray tones of corporate life while attempting to restore vibrancy and freedom. Will you comply, or will you risk everything to dismantle the system?
About ChromaCorp
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 friend.
Our mascot character, and friend Bivvy
Engaging Gameplay Loop:
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One of my primary goals was to create a gameplay loop that felt consistently engaging. This was achieved through carefully paced tutorials that manage the flow of information players need to absorb without overwhelming them. I refined this loop through numerous playtests, ensuring that each round offered a balance of challenge and enjoyment my carefully cranking up the difficulty.
Narrative Immersion and Subversive Play:
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I wanted players to feel the tension and thrill of going against the company's tyranny. Tasks are designed to push players to sneak away from their desks, strategize, and execute plans without getting caught. This gameplay encourages players to engage in subversive activities, fostering a sense of outsmarting the system and achieving small victories against the oppressive environment.
Early Playtesting and cardboard prototyping Photos
Iterative Design Approach:
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The pacing of tutorials and the introduction of game mechanics were iteratively developed based on playtest feedback. This allowed me to fine-tune the flow of the game, ensuring that players could easily grasp new mechanics while maintaining a sense of discovery and progression. Each iteration brought improvements that solidified the balance between narrative depth and player engagement.
The Challenge of Integrating DMX to Unity
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It was surely a challenge to fully integrate the DMX lighting system into Unity, I had to learn about how the DMX lighting system works and understand how it can communicate with Unity. I was able to find an outside plugin from neoludic games, and was able to customize the plugin for our gameplay and needs.
Conclusion:
With ChromaCorp, my design intention was to create a game that is as thought-provoking as it is fun. By intertwining gameplay mechanics, cooperative strategy, and an immersive narrative, players are invited to reflect on themes of productivity, compliance, and resistance, all while having an engaging and subversive gaming experience.
We Won
IndieCade Live Action Award!
ChromaCorp has been nominated in 6 different categories, including the Developers Choice Award, the Innovation in Interaction Design Award, and more! Our team brought home the Live Action Award for 2024!