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Building a custom arcade game to drive public engagement
University of Pittsburgh, 2025


Duration
3 months
Duration
3 months
role
Creative Technologist (Design and Development)
role
Creative Technologist (Design and Development)
Skills
Front-end development, Data-driven design, Illustration and animation
Skills
Front-end development, Data-driven design, Illustration and animation
tools
React, Adobe Photoshop, Arduino
tools
React, Adobe Photoshop, Arduino
overview
Students felt there was a lack of character and community in the newly renovated library.
The newly renovated library, while modern and functional, created an environment that students found sterile and unwelcoming. The minimalist design prioritized efficiency over community connection, leaving students feeling disconnected from both the space and each other. This disconnect was particularly problematic for a university library that should serve as a social learning hub.
overview
Students felt there was a lack of character and community in the newly renovated library.
The newly renovated library, while modern and functional, created an environment that students found sterile and unwelcoming. The minimalist design prioritized efficiency over community connection, leaving students feeling disconnected from both the space and each other. This disconnect was particularly problematic for a university library that should serve as a social learning hub.
problem
Students felt there was a lack of character and community in the newly renovated library.
The newly renovated library, while modern and functional, created an environment that students found sterile and unwelcoming. The minimalist design prioritized efficiency over community connection, leaving students feeling disconnected from both the space and each other. This disconnect was particularly problematic for a university library that should serve as a social learning hub.
problem
Students felt there was a lack of character and community in the newly renovated library.
The newly renovated library, while modern and functional, created an environment that students found sterile and unwelcoming. The minimalist design prioritized efficiency over community connection, leaving students feeling disconnected from both the space and each other. This disconnect was particularly problematic for a university library that should serve as a social learning hub.




solution
A public installation showcasing campus identity and library resources
I self-initiated a proposed public installation to generate positive engagement with the public.
solution
A public installation showcasing campus identity and library resources
I self-initiated a proposed public installation to generate positive engagement with the public.


impact
400+ plays and positive feedback.
Overwhelmingly, the installation created positive feedback and a stream of students bringing their friends to interact with it. Its key feature is a leaderboard that encourages friendly competition and beating of your own score, creating retention. It is currently featured on the building's display wall and has an article pending.
impact
400+ plays and positive feedback.
Overwhelmingly, the installation created positive feedback and a stream of students bringing their friends to interact with it. Its key feature is a leaderboard that encourages friendly competition and beating of your own score, creating retention. It is currently featured on the building's display wall and has an article pending.
initial hypothesis
An arcade game creates a natural loop for engagement
I proposed an arcade game to library staff with the basis that it had a natural loop of hooking interest and keeping returning players. Additionally, the playful and flashy nature of arcade games provides a natural point of interest for passerby. After the material costs were approved, I worked on fleshing out the overall experience for user flows, accounting for the different win/loss states and the system. I began mapping this out to designs in Figma, which I would use as a basis for my code.
initial hypothesis
An arcade game creates a natural loop for engagement
I proposed an arcade game to library staff with the basis that it had a natural loop of hooking interest and keeping returning players. Additionally, the playful and flashy nature of arcade games provides a natural point of interest for passerby. After the material costs were approved, I worked on fleshing out the overall experience for user flows, accounting for the different win/loss states and the system. I began mapping this out to designs in Figma, which I would use as a basis for my code.






ideation
Prototyping with AI for rapid iteration
I used Claude to quickly create prototypes with React. Working with AI was instrumental in quickly establishing an architecture for the game. As the project is experiemntal in nature, the vibe-coding assistance was a perfect match for quickly getting the idea off of the ground as proof-of-concept. However, I would most likely refactor everything if the game went into large-scale production — the AI is invaluable, but not perfect.
ideation
Prototyping with AI for rapid iteration
I used Claude to quickly create prototypes with React. Working with AI was instrumental in quickly establishing an architecture for the game. As the project is experiemntal in nature, the vibe-coding assistance was a perfect match for quickly getting the idea off of the ground as proof-of-concept. However, I would most likely refactor everything if the game went into large-scale production — the AI is invaluable, but not perfect.


process
Our first build was unsuccessful
Collaborating with a hardware engineer, we fabricated the cabinet and connected the controls using Arduino and Python. The monitor ran off of a raspberry pi, and I found myself in the complex world of bash scripts for linux. We completed our first build and displayed it for the public. However, we only recieved 10 plays within the first three days. I observed users….identifying two main problems. Desicion one: redid the body from black to white. In color psychology, black can be closed off while white suggests openness and approachability. We also added flashing LEDs to indicate that it was an interactive fixture. Desicion two: Added particle trails to the level elements. To help users understand the directions of elements, I added extra movement to enhance readability and comprehension. The result? After a three-day period and a reset of the leaderboard, the game was at 40 completed plays - a noticable increase.
process
Our first build was unsuccessful
Collaborating with a hardware engineer, we fabricated the cabinet and connected the controls using Arduino and Python. The monitor ran off of a raspberry pi, and I found myself in the complex world of bash scripts for linux. We completed our first build and displayed it for the public. However, we only recieved 10 plays within the first three days. I observed users….identifying two main problems. Desicion one: redid the body from black to white. In color psychology, black can be closed off while white suggests openness and approachability. We also added flashing LEDs to indicate that it was an interactive fixture. Desicion two: Added particle trails to the level elements. To help users understand the directions of elements, I added extra movement to enhance readability and comprehension. The result? After a three-day period and a reset of the leaderboard, the game was at 40 completed plays - a noticable increase.






text




initial hypothesis
Observing users to find the problems
Over the course of a week, I spent 2 hours a day positioned by the installation to watch how people were interacting with it. I noticed that two problems kept happening. 1) Passerby weren't even noticing the installation - they either walked right by it or glanced at most. This signaled that something was wrong with the appearance. 2) When someone did interact with it, they played for only a few seconds before walking away. Since there were only two controls, I would have to find a way to make the level design even more readable and clear.
initial hypothesis
Observing users to find the problems
Over the course of a week, I spent 2 hours a day positioned by the installation to watch how people were interacting with it. I noticed that two problems kept happening. 1) Passerby weren't even noticing the installation - they either walked right by it or glanced at most. This signaled that something was wrong with the appearance. 2) When someone did interact with it, they played for only a few seconds before walking away. Since there were only two controls, I would have to find a way to make the level design even more readable and clear.


initial hypothesis
Positive social engagement from all audiences
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initial hypothesis
Positive social engagement from all audiences
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