Sci-Fi Agent Game Showroom
Showing a system by letting people try it, instead of describing it
I designed and built the interaction and gameplay systems of a project developed with a team. The problem I ran into was this: when the systems were written up in a document, the reader could not tell what had actually been built. So I gathered them into a single walkable space — each section introduces one system and lets the visitor try it directly.
Some of the systems in the showroom: chainable attack sequences, a charge mechanic, an ability set, a movement system, and an interactive laser puzzle reflecting between prisms. Each was built to hold up alongside the others, not on its own.
Every section has a sign at its entrance explaining what it does, so the visitor walks in knowing what to try. The aim was not to advertise a product but to make the work legible.
What it taught me
The fastest way to get technical work across to someone non-technical is not to explain it but to put it in their hands. This project showed me that how a piece of work is presented needs designing as much as the work itself; since then I keep a separate "how will this be shown" step in every project.
- My role
- System design
- Platform
- Windows
- Status
- Try it yourself