Exploring what gameplay could only exist on a glasses-free 3D display.
What We Set Out to Build
Our mission was to figure out what kinds of games could truly leverage the Looking Glass Display — a volumetric 3D screen that creates a sense of depth without needing a headset. We weren’t just making something that looked good in 3D — we were chasing gameplay that leverage the sense of depth only the 3D display can bring.
Key Highlights
Designed and built three gameplay prototypes across the semester, each testing how much we could push the tech to do, and how depth could serve as a core mechanic — from egg-frying simulations to space shooters to vertical platforming
Collaborated closely across disciplines (art, level design, VFX) to align around abstract concepts and navigate tough team conflicts during the second prototype phase
Prototyped the final game CatDash — a cute, top-down food delivery platformer where players must physically shift their viewing angle to perceive building heights and avoid falling — built and pitched the concept in under 24 hours. Also iterated and fleshed out the prototype later on after it was greenlit by our team, mentors, and 20+ groups playtesters.
What I Took Away
Mechanics must serve the medium. Our early prototypes — while visually appealing — didn’t justify the 3D display. It wasn’t until we reframed our design goal as “a game that can’t be played on a normal screen” that our direction clicked. That clarity shaped CatDash — a simple but effective game that used player head movement and depth perception as essential inputs.
Along the way, I learned how to mediate vision disagreements, move fast with rough prototypes, and keep the team grounded even in ambiguity. Sometimes the best solution is just a scrappy, well-timed cat jump.
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