From Yu-Gi-Oh card battles to Pokemon dodgeball— a fast-paced MR game built for shared-space multiplayer.
What We Set Out to Build
The original pitch was ambitious: bring Yu-Gi-Oh-style card duels into mixed reality. But after digging into scope, tech limitations, and learning that an official VR product was in development, we pivoted — and embraced something more physical, social, and chaotic.
The final product became a full-body MR dodgeball game, where players face off across the room, blocking and throwing virtual projectiles in real-time.
Highlights
Reverse-engineered Meta’s experimental colocation tools to enable cross-headset play in the same room
Designed fast-paced projectile combat mechanics that adapt to real-world layouts and encourage movement
Collaborated closely with my team on the design process and organized “brown box” playtest, prototyping with plushies, cards, and physical props to explore different game objectives — from card-based combat to resource capture, before landing on dodgeball as the most fun and readable format
What I Took Away
Know your audience. Throughout development, we playtested constantly with new players — most experiencing the game for the first and only time. That shaped our design: we simplified mechanics, added tutorials, and I even built in a subtle system where projectiles nudge slightly toward the intended target to improve clarity and feedback.
At first, I worried we were sacrificing depth. But we were actually optimizing for accessibility and one-shot delight, which was perfect for the way the game would be demoed at ETC — to crowds of first-time players, one after another.