GAME TIME 00:00:00
LIVES

"iT AiN'T THAT DEEP"

A fun and chaotic game, helping rediscover the joy of simple gaming. 'iATD'is a RETRO PS1 style first person shooter for windows, built on Unity.

ROLE: DESIGNER
TYPE: WINDOWS GAME
FOCUS: CHAOS + FUN

iatd_game_pc.exe

Pulse app interface preview

Quick mission summary

The goal

Create a fast, chaotic retro-style FPS prototype focused on movement, freedom, and fun over polish or depth.

The problem

Built as a scrappy MVP, prioritising gameplay feel through rapid iteration—experimenting with movement, combat, NPCs, and a compact arena while embracing unpredictability.

The result

A short, high-energy prototype where players can explore, fight, and experiment in a stylised world—rough around the edges, but full of personality and potential.

Requirement

The project was originally required to be a mobile application, but we wanted to explore something more interactive and expressive through a PC game. This meant pitching the idea multiple times, backing it with research, and convincing faculty that a game could still meet the learning objectives.

On top of that, the game itself didn’t have a traditional “use case” or problem to solve. Instead, the challenge became designing for pure engagement, focusing on making the experience feel fun, chaotic, and rewarding enough to stand on its own.

CORE UX ISSUE

Balancing chaotic, high-energy gameplay with enough clarity for players to understand what’s happening and feel in control.

How I approached it

STEP 01

Concept + Validation

We defined the direction of a retro-inspired FPS and supported it with research and multiple pitch presentations to justify the shift from a mobile app to a PC game.

STEP 02

Core Gameplay Exploration

I focused on movement, combat, and moment-to-moment feel—testing sprinting, jumping, and interaction loops to make the experience fast and expressive.

STEP 03

World Building + Interaction

I designed a compact environment with NPCs, collectibles, and encounters to encourage exploration while keeping the experience readable and engaging.

STEP 04

Iteration + Refinement

The project evolved through rapid iteration—adjusting feedback, pacing, and balance while embracing some unpredictability to enhance the chaotic, playful feel.

What the final design does better

Responsive movement

Movement is fast, fluid, and expressive—allowing players to sprint, jump, and chain actions smoothly without friction.

Readable chaos

Visual cues, spacing, and encounter design help players understand what’s happening, even in fast and unpredictable situations.

Playful interactions

NPCs, enemies, and collectibles are designed to encourage experimentation, letting players engage with the world in their own chaotic way.

Explore the project

Download the game prototype from itch.io, the game is completley free and low in size. The final project report gives a highly detailed breakdown of the entire process, results and user testing.

Takeaways

This project strengthened my ability to design for feel rather than just structure, balancing chaos with clarity and creating systems that are both expressive and readable. It reinforced the importance of rapid iteration, testing in real contexts, and embracing unpredictability as part of the experience rather than something to eliminate.

RESULT

A playful, high-energy prototype that resonated strongly with testers and delivered a memorable experience despite its simplicity. The project was well received academically, contributing to a 3.6 GPA and a First Class Honours outcome, while demonstrating the potential of game design as a valid and engaging UX discipline.

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