Project Timeline

Jan 2024 - Current

Team

Chromacorp Team
Lead by Justin Andarza

Project Type

Live Action Game
In-person Experience
Role Play Game
Arcade Stations

My Contribution

Physical Computing
Interaction Design
Human Machine Interaction
Scenic Fabrication
Photography

Tools

ESP32 Microcontroller
Python
Arduino IDE
Unity C#
Electronic Engineering

Awards

A whole new era of

live action games

"Welcome to ChromaCorp, the global leader in the color industry, where employees must balance productivity and subversion, while uncovering the dark truth behind the company’s control over the world’s colors."

From Scratch

To Now

In the Game…

Players are hired at a seemingly dream role at ChromaCorp, but they soon discover that the colors are questionably harvested…
Players are expected to go about their
mundane desk work—extracting color using their station in order to meet their daily quotas.
After a turning point, players are tasked to sneak away from their cubicles, and work together in order to subvert the company.
Avoiding getting caught by the every watchful eye of ChromaCorp…..
_ Process _
_ Process _
_ Process _

How We Got There

Concept

Dragon’s Lairs (1983)
Bendy and the Ink Machine (2017)
Cuphead (2017)
Many games before ChromaCorp explore beloved western art styles from Dragon’s Lair’s use of classic Disney-like animation, to more modern examples such as Cuphead and Bendy and the Ink Machine using 1920’s-30’s rubber hose style animation these games have been loved by players for their art styles and the nostalgia that accompanies them.

Vaguing referencing style across decades

Visual Nostalgia

+

&

Familiar

Generic

Odd

Cold

Overall

Environment

Visual Inspirations

ChromaCorp not only creates this message through 2D work of the in-game assets itself, but invites the players to step into the world first hand, without the need of a headset, and physically interact with the physical world.
There have been notable art IRL installations that have played with this concept of user fantasy-fufillment, from artist installations such as Meow Wolf’s “Black and White 1920’s Cartoon Room,” to the more recent Airbnb experiential marketing activation, “Step into X-Men ’97,” comic book mansion —but none of these are a fully playable game.
Airbnb experiential marketing activation“Step into X-Men ’97”
Meow Wolf’s “Black and White 1920’s Cartoon Room”

Our Approach

From the beginning

Joining the Project
Midway

Brainstorming & Rapid Prototyping

Iterative Station
Redesign

Submission Deadline Constraints

  • Entered after initial field research was completed.
  • Have to handle previous uncompiled data
  • Required to brainstorm and build new ideas.
  • Collect insights from large-scale player tests to fix usability issue.
  • Address recurring issues with stations.
  • Sometimes necessary to discard and completely rebuild stations.
  • Faced challenge of IndieCade award submission deadlines.
  • Had to significantly reduce game duration to 30% of original.
  • No product is tailored for everyone
  • Always expect issues onsite

  • Actively communicate is the key

  • Quality > Quantity

What i realized

  1. Give proper and clear game tutorials
  2. Signifier should be clear for Co-op game play
  3. Meeting scheduling when everyone is busy
  4. Technical issue happens frequently
  5. Sensor failure and fragile parts
  6. Product design jobs often fell on us
  7. Needs of improvement on the stations through iterations

Challenges

CUrrent
Probelms

The paper mockups are easy to break and does not have the same immersiveness than other props
The stations are not modular, when installing for game shows, not easy to attach and detach
Light, sound and mechanical responses in different stations are inconsistent

What I Did

Discussed with fabrication team and iterated through 5+ versions of interactive station.
Rewired the stations to modular 12 split gauge wire, now can easily break apart, also plug and play
Rewrite all codes of micro-controllers and realigned the unity response C# script with Uduino.

User Experience Goal

Allow players to understand all mechanics of each interactive component with short and concise tutorials
Allow player to receive immediate feedback from station once input interaction
Align signifiers with the Unity side of the game.
Create assets that allow player to feel immersed in game
Also give player enough situational awareness with end game goal.

Installation highlights

Prop Making

Next Step

Got a project in mind?

Reach out and let's make it happen!

Got a project in mind?

Reach out and let's make it happen!

Got a project in mind?

Reach out and let's make it happen!

Yida © 2024

Done by Yida Jiang

Yida © 2024

Done by Yida Jiang

Yida © 2024

Done by Yida Jiang