

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. :)