Players are hired at a seemingly dream role at ChromaCorp, but they soon discover that the colors are questionably harvested. Players are expected to go about their mundane desk work—extracting color using their computers in order to meet their daily quotas. After a turning point, players are later tasked throughout the game to sneak away from their cubicles, and work together in order to subvert the company, all the meanwhile avoiding getting caught by the every watchful eye of ChromaCorp.
My Role
Creative Technologist
Skills
Physical Computing
Props Design
DMX lighting
Project type
Entertainment Industries
Live action Game
In-person Experience
Timeline
January 2024 - Now
From the project's inception, I contributed to brainstorming sessions, helping to define the interaction methods with game loop. I developed early prototypes to test the feasibility and engagement of our concepts, allowing us to iteratively refine both the narrative and gameplay mechanics.
ChromaCorp features a four-player interactive experience set within an immersive physical environment. Each player engages with unique alternative controllers, designed to enhance the gameplay experience through distinct and intuitive interactions. I played a pivotal role in designing and programming these interactive elements, ensuring seamless integration within the overall gameplay loop.
To heighten the immersive quality, we implemented DMX lighting systems that dynamically respond to gameplay progression. I was responsible for integrating this system into Unity, ensuring synchronized lighting effects that enhance narrative tension and player engagement. This element not only deepened the atmospheric experience but also reinforced the game's thematic undertones.
Throughout the development process, I worked closely with the team to refine the alternative Controller. Through extensive playtesting and feedback analysis, we adapted our approach to achieve a cohesive and compelling final experience.