Design

Music

Me

Don’t Panic!

TL;DR

For my undergraduate senior capstone, my partner Alvin and I set out to combine our passions for augmented reality (AR) and game design. Under the guidance of a faculty mentor, we designed and built Don’t Panic!, a collaborative AR pilot game where two players must rely on partial information and verbal communication to survive.

 

My role spanned UX design, development, and sound design, with the goal of creating a fast-paced, trust-driven experience that pushed the boundaries of AR’s collaborative potential.

How The Game Works

Don’t Panic! gives two players each control of a ball in a 3D grid. The players have 10 seconds to place their balls in a spot on the grid that will avoid getting hit by lasers at the end of 10 seconds. Each player is given clues as to where the lasers are going to appear. However, each player can only see half of the laser clues. It is up to the players to verbally collaborate and tell the other where their clues are to avoid being hit.

See final designs

Context & Problem

Collaboration through Augmented Reality

Collaboration is what makes games fun: the thrill of needing another person to succeed. Inspired by games like Keep Talking and Nobody Explodes, we wanted to explore how AR could amplify that tension.

 

The problem: Most AR games at the time were individual or novelty-driven, with limited mechanics that didn’t reward teamwork. We asked:

  • What if AR could create a shared, high-stakes environment where players literally couldn’t win without each other?
  • How can we balance AR’s novelty with game mechanics that stand on their own?

My Role

UX Designer, Developer, and Sound Designer

 

April 2022 - June 2022

Team

Myself + Alvin (designer/developer), faculty guidance

Scope

Game concepting, UX/gameplay mechanics, analog prototyping, ARKit development, and sound design

Discovery & Research

What Does Collaboration in an AR space look like?

We began by breaking down why collaborative games succeed: trust, communication, and commitment in constrained environments. To validate this, we created an analog prototype of our game concept and ran timed playtests.

Findings showed:

  • Faster pace → more fun, but required tighter communication
  • Limited visibility → boosted difficulty but encouraged players to move and talk
  • Commitment mattered — players enjoyed when both had to succeed together, not individually

Design & Development

The Game’s Look and Feel

Side note, the phone screen screenshots here were for testing purposes, the game was actually built for iPads.

Visual Design

‍We wanted depth of field to be a constraining mechanic of the game, so we purposely made it a bit difficult for players to see which cube their balls were in and where lasers were going to hit to encourage players to look around and shift their position to see and communicate. This also added to the fast-paced nature of the game as it required players to rapidly look around for clues.

Controls

‍We wanted depth of field to be a constraining mechanic of the game, so we purposely made it a bit difficult for players to see which cube their balls were in and where lasers were going to hit to encourage players to look around and shift their position to see and communicate. This also added to the fast-paced nature of the game as it required players to rapidly look around for clues.

Sound Design

We treated our AR game as kind of a transition into a new medium, and wanted to pay homage to retro games. Game sounds were crafted and designed to mimic 8-bit sounds, and I created these sounds in FL Studio and Serum.

Final Design/Game

Showcasing a Workable Demonstration of Collaboration

Once we had a working version of the game, we had participants try it out. While they enjoyed the game, they weren’t exactly sure how the game worked unless we told them specifically. From this feedback, we aimed to try to create a tutorial experience before players played the game, but at this point there was only about a few days left until the show, meaning that whatever instructions we created could not be tested before putting it out there. In the future, this is something we want to address earlier in later projects but we were blocked by the amount of time it took to code the game.

Exhibition

UW Design Show 2022

Our game was displayed for participants to play at our senior design show!

Design

Music

Me

Don’t Panic!

TL;DR

For my undergraduate senior capstone, my partner Alvin and I set out to combine our passions for augmented reality (AR) and game design. Under the guidance of a faculty mentor, we designed and built Don’t Panic!, a collaborative AR pilot game where two players must rely on partial information and verbal communication to survive.

 

My role spanned UX design, development, and sound design, with the goal of creating a fast-paced, trust-driven experience that pushed the boundaries of AR’s collaborative potential.

How The Game Works

Don’t Panic! gives two players each control of a ball in a 3D grid. The players have 10 seconds to place their balls in a spot on the grid that will avoid getting hit by lasers at the end of 10 seconds. Each player is given clues as to where the lasers are going to appear. However, each player can only see half of the laser clues. It is up to the players to verbally collaborate and tell the other where their clues are to avoid being hit.

See final designs

Context & Problem

Collaboration through Augmented Reality

Collaboration is what makes games fun: the thrill of needing another person to succeed. Inspired by games like Keep Talking and Nobody Explodes, we wanted to explore how AR could amplify that tension.

 

The problem: Most AR games at the time were individual or novelty-driven, with limited mechanics that didn’t reward teamwork. We asked:

  • What if AR could create a shared, high-stakes environment where players literally couldn’t win without each other?
  • How can we balance AR’s novelty with game mechanics that stand on their own?

My Role

UX Designer, Developer, and Sound Designer

 

April 2022 - June 2022

Team

Myself + Alvin (designer/developer), faculty guidance

Scope

Game concepting, UX/gameplay mechanics, analog prototyping, ARKit development, and sound design

Discovery & Research

What Does Collaboration in an AR space look like?

We began by breaking down why collaborative games succeed: trust, communication, and commitment in constrained environments. To validate this, we created an analog prototype of our game concept and ran timed playtests.

Findings showed:

  • Faster pace → more fun, but required tighter communication
  • Limited visibility → boosted difficulty but encouraged players to move and talk
  • Commitment mattered — players enjoyed when both had to succeed together, not individually

Design & Development

The Game’s Look and Feel

Side note, the phone screen screenshots here were for testing purposes, the game was actually built for iPads.

Visual Design

‍We wanted depth of field to be a constraining mechanic of the game, so we purposely made it a bit difficult for players to see which cube their balls were in and where lasers were going to hit to encourage players to look around and shift their position to see and communicate. This also added to the fast-paced nature of the game as it required players to rapidly look around for clues.

Controls

‍We wanted depth of field to be a constraining mechanic of the game, so we purposely made it a bit difficult for players to see which cube their balls were in and where lasers were going to hit to encourage players to look around and shift their position to see and communicate. This also added to the fast-paced nature of the game as it required players to rapidly look around for clues.

Sound Design

We treated our AR game as kind of a transition into a new medium, and wanted to pay homage to retro games. Game sounds were crafted and designed to mimic 8-bit sounds, and I created these sounds in FL Studio and Serum.

Final Design/Game

Showcasing a Workable Demonstration of Collaboration

Once we had a working version of the game, we had participants try it out. While they enjoyed the game, they weren’t exactly sure how the game worked unless we told them specifically. From this feedback, we aimed to try to create a tutorial experience before players played the game, but at this point there was only about a few days left until the show, meaning that whatever instructions we created could not be tested before putting it out there. In the future, this is something we want to address earlier in later projects but we were blocked by the amount of time it took to code the game.

Exhibition

UW Design Show 2022

Our game was displayed for participants to play at our senior design show!

Design

Music

Me

Don’t Panic!

TL;DR

For my undergraduate senior capstone, my partner Alvin and I set out to combine our passions for augmented reality (AR) and game design. Under the guidance of a faculty mentor, we designed and built Don’t Panic!, a collaborative AR pilot game where two players must rely on partial information and verbal communication to survive.

 

My role spanned UX design, development, and sound design, with the goal of creating a fast-paced, trust-driven experience that pushed the boundaries of AR’s collaborative potential.

How The Game Works

Don’t Panic! gives two players each control of a ball in a 3D grid. The players have 10 seconds to place their balls in a spot on the grid that will avoid getting hit by lasers at the end of 10 seconds.

 

Each player is given clues as to where the lasers are going to appear. However, each player can only see half of the laser clues. It is up to the players to verbally collaborate and tell the other where their clues are to avoid being hit.

See final designs

Context & Problem

Collaboration through Augmented Reality

Collaboration is what makes games fun: the thrill of needing another person to succeed. Inspired by games like Keep Talking and Nobody Explodes, we wanted to explore how AR could amplify that tension.

 

The problem: Most AR games at the time were individual or novelty-driven, with limited mechanics that didn’t reward teamwork. We asked:

  • What if AR could create a shared, high-stakes environment where players literally couldn’t win without each other?
  • How can we balance AR’s novelty with game mechanics that stand on their own?

My Role

UX Designer, Developer, and Sound Designer

 

April 2022 - June 2022

Team

Myself + Alvin (designer/developer), faculty guidance

Scope

Game concepting, UX/gameplay mechanics, analog prototyping, ARKit development, and sound design

Discovery & Research

What Does Collaboration in an AR space look like?

We began by breaking down why collaborative games succeed: trust, communication, and commitment in constrained environments. To validate this, we created an analog prototype of our game concept and ran timed playtests.

Findings showed:

  • Faster pace → more fun, but required tighter communication
  • Limited visibility → boosted difficulty but encouraged players to move and talk
  • Commitment mattered — players enjoyed when both had to succeed together, not individually

Design & Development

The Game’s Look and Feel

Side note, the phone screen screenshots here were for testing purposes, the game was actually built for iPads.

Visual Design

‍We wanted depth of field to be a constraining mechanic of the game, so we purposely made it a bit difficult for players to see which cube their balls were in and where lasers were going to hit to encourage players to look around and shift their position to see and communicate. This also added to the fast-paced nature of the game as it required players to rapidly look around for clues.

Controls

‍We wanted depth of field to be a constraining mechanic of the game, so we purposely made it a bit difficult for players to see which cube their balls were in and where lasers were going to hit to encourage players to look around and shift their position to see and communicate. This also added to the fast-paced nature of the game as it required players to rapidly look around for clues.

Sound Design

We treated our AR game as kind of a transition into a new medium, and wanted to pay homage to retro games. Game sounds were crafted and designed to mimic 8-bit sounds, and I created these sounds in FL Studio and Serum.

Final Design/Game

Showcasing a Workable Demonstration of Collaboration

Once we had a working version of the game, we had participants try it out. While they enjoyed the game, they weren’t exactly sure how the game worked unless we told them specifically. From this feedback, we aimed to try to create a tutorial experience before players played the game, but at this point there was only about a few days left until the show, meaning that whatever instructions we created could not be tested before putting it out there. In the future, this is something we want to address earlier in later projects but we were blocked by the amount of time it took to code the game.

Exhibition

UW Design Show 2022

Our game was displayed for participants to play at our senior design show.