ChromaCorp
ChromaCorp
An Immersive Live-Action Themed Game
An Immersive Live-Action Themed Game
ChromaCorp is an immersive narrative-driven installation game blending physical computing, DMX lighting, and custom controllers. Players must manipulate alternative controllers to expose the truth behind ChromaCorp.
ChromaCorp is an immersive narrative-driven installation game blending physical computing, DMX lighting, and custom controllers. Players must manipulate alternative controllers to expose the truth behind ChromaCorp.
My Role
My Role
Creative Technologist
Creative Technologist
Skills
Skills
Physical Computing
Props Design
DMX lighting
Physical Computing
Props Design
DMX lighting
Project Type
Project Type
Entertainment Industries
Live action Game
In-person Experience
Entertainment Industries
Live action Game
In-person Experience
Timeline
Timeline
January 2024 - Sept 2024
January 2025 - March 2025
January 2024 - Sept 2024
January 2025 - March 2025

How can we design an immersive, cooperative narrative experience where physical controllers amplify emotional engagement?
How can we design an immersive, cooperative narrative experience where physical controllers amplify emotional engagement?
Game Overview
Game Overview
Game Story
Game Story
Players are hired at a dream job at ChromaCorp, a company that harvests colors to power the world. As they perform their mundane desk work—extracting colors on their terminals to meet daily quotas—they begin to uncover the unsettling truth behind where these colors come from. Players must then work together to subvert the system, sneaking away from their cubicles and avoiding the ever-watchful corporate surveillance.
Players are hired at a dream job at ChromaCorp, a company that harvests colors to power the world. As they perform their mundane desk work—extracting colors on their terminals to meet daily quotas—they begin to uncover the unsettling truth behind where these colors come from. Players must then work together to subvert the system, sneaking away from their cubicles and avoiding the ever-watchful corporate surveillance.
Responsibilities
Creating stories with concept artists to link the story with the game.
Co-designed Game Station Connectivity across the work station and 4 secret stations with Unity game.
Responsibilities
Creating stories with concept artists to link the story with the game.
Co-designed Game Station Connectivity across the work station and 4 secret stations with Unity game.




Game Set Design
Game Set Design
The ChromaCorp set design draws heavy inspiration from the 1970s corporate office aesthetic, combined with a surreal, hand-painted visual language that blurs the line between the real and the artificial.
The ChromaCorp set design draws heavy inspiration from the 1970s corporate office aesthetic, combined with a surreal, hand-painted visual language that blurs the line between the real and the artificial.
Responsibilities
Set Decoration
Collection / Creation of Props
Design & installing alternative controllers
Responsibilities
Set Decoration
Collection / Creation of Props
Design & installing alternative controllers
Alternative Controller Design
Alternative Controller Design
Daily Works Controller Design
Daily Works Controller Design
For the daily working, users will play a game called the extraction game, which requires players to type down the ID number from the profile folder, and they need to move the joystick as a mouse and press the extraction button to suck the color out.
For the daily working, users will play a game called the extraction game, which requires players to type down the ID number from the profile folder, and they need to move the joystick as a mouse and press the extraction button to suck the color out.
Initially, the keyboard below was used for button pressing & there was a game mode where you had to slide a slider to match colors, but after testing, we found that the game was too difficult + the technology didn't support it, so I changed the design to use the joystick to simulate the mouse and the button to simulate the click.

Original Concept

Cardboard Prototype 1

Cardboard Prototype 2

Final Model
Secret Task Controllers Design
Secret Task Controllers Design
Hue Hybridizer
Hue Hybridizer
The design of this station was inspired by the fluid pipelines commonly seen in industrial factories. In developing the alternative controller, I was particularly intrigued by the tactile experience of plugging and unplugging, which introduces a sense of physical engagement and tension to the gameplay. To enhance usability, I incorporated magnetic connectors, allowing the tubes to attach securely to the bottles and creating a more intuitive and user-friendly interaction.
The design of this station was inspired by the fluid pipelines commonly seen in industrial factories. In developing the alternative controller, I was particularly intrigued by the tactile experience of plugging and unplugging, which introduces a sense of physical engagement and tension to the gameplay. To enhance usability, I incorporated magnetic connectors, allowing the tubes to attach securely to the bottles and creating a more intuitive and user-friendly interaction.

Original Design Concept

Cardboard Prototype

Lighting Test

Final Concept
Color Compressor
Color Compressor
The design was inspired by industrial pressure valves. I found the hand motion involved in turning and adjusting mechanisms particularly engaging. Integrating this with the concept, I developed three dials of varying sizes and rotation speeds. Each dial responds differently, enhancing the tactile interaction and gameplay dynamics within the experience.
The design was inspired by industrial pressure valves. I found the hand motion involved in turning and adjusting mechanisms particularly engaging. Integrating this with the concept, I developed three dials of varying sizes and rotation speeds. Each dial responds differently, enhancing the tactile interaction and gameplay dynamics within the experience.
Pigmentation Pipes
Pigmentation Pipes
The initial concept was inspired by rotating pipelines, where every interactive element would take the form of a pipe. The idea was to create twisting motion that simulates the feeling of controlling factory machinery. However, as I refined the gameplay balance, I simplified the rotation mechanism to a more minimal and intuitive form. This adjustment not only improved accessibility but also allowed for greater flexibility in adjusting game difficulty.
The initial concept was inspired by rotating pipelines, where every interactive element would take the form of a pipe. The idea was to create twisting motion that simulates the feeling of controlling factory machinery. However, as I refined the gameplay balance, I simplified the rotation mechanism to a more minimal and intuitive form. This adjustment not only improved accessibility but also allowed for greater flexibility in adjusting game difficulty.
Things That Didn't Work Out…
Things That Didn't Work Out…
There were many early design versions that didn’t make it into the final project, but I really enjoyed the concept exploration and prototyping process, so I wanted to share some of them with you.
There were many early design versions that didn’t make it into the final project, but I really enjoyed the concept exploration and prototyping process, so I wanted to share some of them with you.




Copy Machine Concept


Copy Machine Prototype


Color Wheel Concept


Color Wheel Prototype
Immersive Design
Immersive Design
DMX lighting
DMX lighting
While the game is running, the physical environment is synchronized with a DMX lighting system that responds to gameplay events. As players progress through different stages, the ambient lighting transitions from white to red or to dynamic color patterns, reinforcing emotional tension and narrative pacing within the experience.
While the game is running, the physical environment is synchronized with a DMX lighting system that responds to gameplay events. As players progress through different stages, the ambient lighting transitions from white to red or to dynamic color patterns, reinforcing emotional tension and narrative pacing within the experience.





Door opening
Door opening
When the game is in progress, the door will suddenly open to allow players to access these secret missions. Here I want to create a very immersive "accidental" accident. So I used this special lock to make the door pop open.
When the game is in progress, the door will suddenly open to allow players to access these secret missions. Here I want to create a very immersive "accidental" accident. So I used this special lock to make the door pop open.
Final Outcome
Final Outcome










Discover more behind the scene
Discover more behind the scene

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.
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.

