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:
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:
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:
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:
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:
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:
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.