Discover new innovative controls for mobile gamers


School project: Game design

"OOWEN" is a mobile puzzle game that utilizes accelerometer sensors in the device to provide a unique and entertaining way of controlling gameplay. It features seven mini-games which require players to shake or tilt their device to complete objectives.



2019, 4 months

The User

Real estate agent, or newly enrolled real estate agent looking to establish an online presence in the real estate industry

My role and who I work with

I work designed and developed the game all by myself

Tool Used

Mobile App, Unity (C#), Adobe illrustrator



The emergence of technologies such as virtual reality and motion detection has revolutionized gaming. However, smartphones have even more capabilities than we often acknowledge. With this in mind, I aim to experiment / create a innovative mobile gaming experience.


One challenge I faced during the game design process was creating a simple and addictive gameplay experience for idle gamers while considering the mobile device's capabilities. The game's core mechanics consist of a collection of mini-games or small tasks that can be completed quickly.


I showcased the gameplay to my classmates and received 50 positive responses and 30+ feedback comments on the gaming experience.


Research • Ideate

My research revealed that Android mobile devices have various sensors, including the accelerometer, that could be utilized in a game. I aimed to create a puzzle game with multiple mini-games, which players can complete by tilting or shaking their device. This project also provided an opportunity to explore creating an engaging idle game


Research • Game Design Pillars

To start a game design, I set parameters to guide the design and production process. Creating a set of game pillars helps me focus on the fundamental characteristics that will define the basis of the game design.


Design • Wireframe + Game Flow

During the initial stage of visualizing my game design concepts, I created a paper prototype for users to test the gameplay. The prototype imitated a smartphone, with paper pages serving as the screen interface.

 Key findings through user testing:

- I found that the screen had too much text and that using visual elements such as strong illustrations and animations was a better way to communicate instructions and actions to users.

To understand the features the player interacts with, I created a game flow mapping out all the screens a player can navigate through in the mobile game. Initially, my map included the overall game loop.

Design • Characters Design


Design • Interface

HOME-–-7 HOME-–-8

Main Menu

Initially, the main menu icons lacked clarity, with feedback noting confusion about the 'how to play' button represented by an 'i' mark and uncertainty about the stage selection icon marked with circles. To address this, I added animated text above each icon to define their functions better.


Game Screen

Initially, I incorporated a timer and three hearts to represent player life on the game screen, but due to technical constraints, these features were removed. Feedback highlighted confusion about the door icon representing the game exit, leading me to change it to a pause button for clearer functionality.

FAIL-–-2 test

Pause Menu

I aimed to improve visual coherence in the pause menu design, responding to feedback by replacing the 'replay' button with an 'X' for player continuity, adding a stage selection option for convenience, and changing the 'exit door' to a 'home' button to address player confusion

Mar-03-2019 17-05-38

Technical Challenges: Unity Engine

I used Unity Engine to build my mobile game because it supports 2D and 3D platform game developers, offers communities for resources and questions, and has plenty of online tutorials for beginners. Unity uses coding scripts (C# and JavaScript) to create games, but there are also visual scripts available in the asset store for non-coders. To input acceleration in C#, you multiply the X and Y values by the character's movement speed, depending on the controls in your game.


Insights • Key Learnings

Define your game design pillars

It is important to focus on delivering the most important gameplay experience to players.

Replay value ( process repeated throughtout the game )

Create replay value through a challenge mode where players attempt to complete a collection of "mini-games" continuously without failing.

Receiving feedback from different types of players

Seek feedback from diverse groups of people, including classmates, instructors, and those outside of your field, to iterate and improve your design during the prototyping stage. ( know your problems earlier than later )


If you like my work, drop me a line to say hi .If you like my work, drop me a line to say hi .If you like my work, drop me a line to say hi .

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