According to the theme "disruption", the goal of DisruptiGon was to create a minigame that disrupted the player in playing, while still being fun. The game switches between two modes - the light mode, during which the player has to collect points, and the dark mode, during which the controls are swapped and the player must dodge the falling spikes. The prototype was developed in Unity, yet unfinished, and the demo video showcases the transitions and microanimations missing in the runnable game.
The aim of the course was to design an interface within certain limits, following the theme. I opted for a game. First brainstorming sessions and concept sketches lead to a simple platformer. The game focuses heavily on interface design, informed by an Action Cycle and graphical UI elements that create a clear, intuitive play space with affordances guiding the player’s actions. For a haptic interface, I prototyped a simple, responsive haptic controller in clay with foam to mimic button bounce, that supports natural movement with two triangle buttons for left and right control. The concept also includes detailed Sound UI and UX Animations, but only a few were implemented in the finished demo.
I developed a runnable prototype in Unity using C#, implementing the main features
starting screen
left/right movement that swaps on the mode switch
falling collectibles that increase the score but turn into deadly spikes that end the game
a score counter that transfers over to the game over screen
My time for this project was cut short due to my exchange to Tampere, so instead of finishing it in Unity, I edited a video demo in DaVinci Resolve, adding animations and sound effects to illustrate the game's final experience.