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ChromaCorp

An Immersive Live-Action Themed Game

ChromaCorp is an immersive narrative-driven installation game blending physical computing, DMX lighting and custom controllers. Players manipulate alternative controllers to expose the truth behind ChromaCorp.

PHYSICAL COMPUTINGPROPS DESIGNDMX LIGHTING
Players working inside the blue-lit ChromaCorp office installation
MY ROLECreative Technologist
SKILLSPhysical Computing · Props Design · DMX Lighting
PROJECT TYPEEntertainment · Live-Action Game · In-Person
TIMELINEJan—Sep 2024
Jan—Mar 2025
RECOGNITION / 02

Awarded in play.

Recognized by two leading festivals for live-action gameplay and audience experience.

INDIECADE · 2024

Live Action
Spotlight Award

WINNER / LOS ANGELES
ALT.CTRL.GDC · 2025

Audience
Award

WINNER / SAN FRANCISCO

See ChromaCorp
in action.

A closer look at the live-action game, its physical controllers and the complete playable installation.

How can we design an immersive, cooperative narrative experience where physical controllers amplify emotional engagement?

The dream job
is not what it seems.

Game Story

Players are hired at a dream job at ChromaCorp, a company that harvests colors to power the world. As they perform mundane desk work—extracting colors on their terminals to meet daily quotas—they begin to uncover the unsettling truth behind where those colors come from.

Players must work together to subvert the system, sneak away from their cubicles and avoid the ever-watchful corporate surveillance.

ChromaCorp team inside the completed office set
FINAL INSTALLATION / CHROMACORP OFFICE01—A

Connecting story,
technology and space.

As Creative Technologist, I worked across narrative, set design, prop making, controller fabrication and environmental interaction.

  • 01Created story connections with the concept artists so gameplay and narrative developed together.
  • 02Co-designed connectivity between the workstations, four secret stations and the Unity game.
  • 03Decorated the set and collected, created and adapted props for the fictional corporate office.
  • 04Designed, fabricated and installed alternative controllers, lighting triggers and physical effects.
Players interacting with the green-lit ChromaCorp set
LIVE PLAYER SESSION02—B

A familiar office
with something off.

The ChromaCorp set draws heavily from the 1970s corporate office aesthetic, combined with a surreal, hand-painted visual language that blurs the line between real and artificial.

SET DECORATIONPROP COLLECTION + CREATIONCONTROLLER INSTALLATION

Daily Works
Controller

At their desks, players complete an extraction game: type an ID number from a profile folder, move a joystick like a mouse and press the extraction button to remove color.

WHY IT CHANGED

The first version used a keyboard and a slider-based color-matching game. Testing showed that it was too difficult and the technical setup was unreliable, so I simplified the interaction: the joystick became the mouse and the extraction button became the click.

DEMO / 01DAILY WORKS CONTROLLER
Original keyboard controller concept rendering
01ORIGINAL CONCEPT
Early cardboard model of the daily work controller
02CARDBOARD PROTOTYPE
Electronics test for the ChromaCorp controller
03INTERACTION TEST
Final daily work controller installed at a desk
04FINAL MODEL

Factory machines
made playable.

Each secret station uses a different industrial gesture, giving cooperative tasks a clear physical identity and making every discovery feel consequential.

STATION / 01

Hue Hybridizer

Inspired by factory fluid pipelines, this station focuses on the tactile tension of plugging and unplugging. Magnetic connectors let tubes snap securely onto bottles, creating a more intuitive and satisfying interaction.

STATION / 02

Color Compressor

Inspired by industrial pressure valves, the controller uses three dials with different sizes and rotation speeds. Their varied resistance and movement add tactile rhythm and gameplay dynamics.

STATION / 03

Pigmentation Pipes

The first concept used a network of rotating pipes to simulate factory machinery. Through iteration, I simplified the rotation into a more accessible interaction that also made difficulty easier to tune.

Color cartridge secret task concept
COLOR CARTRIDGES / SYSTEM CONCEPT
Physical computing wiring prototype for a controller
CONTROLLER WIRING / PROTOTYPE

Not every machine
made the final floor.

Many early directions—including a copy machine controller and a color wheel—were removed as the experience became clearer. These tests were still valuable: they revealed which gestures felt natural, what the technology could support and where the game was becoming unnecessarily difficult.

Concept exploration and rapid prototyping helped us simplify without losing the strange industrial character of ChromaCorp.

The room responds
to the story.

Green DMX lighting inside the ChromaCorp set
01 / DMX LIGHTING

Emotional atmosphere

The physical environment is synchronized with gameplay. Ambient light moves from white to red or dynamic color patterns as players progress, reinforcing tension and narrative pacing.

Red warning lighting during a ChromaCorp game sequence
02 / DOOR OPENING

An “accidental” reveal

During play, a door suddenly opens to reveal secret missions. A special lock makes the door pop open on cue, turning a scripted event into a surprising physical accident.

Welcome to
your first day.

The finished experience combines desk work, covert missions, responsive light and corporate surveillance into one cooperative arc.

Reflection

Designing for immersion meant balancing physical affordances with narrative intent. Testing with players showed how lighting and touch could shape emotion and engagement, deepening my passion for connecting technology, storytelling and feeling.

ChromaCorp project team gathered inside the installation
THE CHROMACORP TEAM · 2024
TEAM / CREDITS

Made together.

Ethan Chamberlain · Jason Jiang · Irene Jung · Miree Kim · Nicole Kim · Fox Miao · Daeun Min · Sydney Price · Christina Wang · Monica Zhao · Galina Zhu

FACULTY / Justin Andarza · Forrest Lucas · Simon Smith
NEXT PROJECT · 02Whisper of the Wood