Design Week 02 — Micro Mix Game
A fast, arcade‑style micro game built around a single verb, developed through rapid iteration, sketching, Unity implementation, and a console‑style compliancy check.
The goal for this week was to build a micro‑mix arcade game centered entirely around a single verb. Before choosing the verb, our team explored multiple concepts. One idea I pitched was Stew of the Day — a timing‑based cooking game where ingredients fall toward a pot and must be sliced mid‑air.
After comparing ideas, we selected the verb fight, which led us toward a fighting rhythm game where timing, impact, and visual clarity defined the experience.
My Role — Visual Direction & Unity Implementation
My primary responsibility was creating the game’s background and visual identity. Even though gameplay was 2D, I built the environment in 3D to give us more control over lighting, depth, and atmosphere. This 3D scene was then rendered and integrated into Unity, where we assembled the gameplay loop.
Working in Unity allowed us to quickly iterate on timing, UI readability, and the rhythm‑based interactions. It also made the compliancy check more meaningful, since we had to ensure:
- Stable performance
- Clear and readable UI
- Consistent input behavior
- No soft‑locks or progression blockers
Treating the project like a small‑scale console submission added a layer of professional discipline that shaped our final result.
Key Lessons
- Pitching & Ideation. Exploring multiple concepts clarified what makes a strong single‑verb game.
- Verb‑Driven Design. Choosing the verb after ideation created a more natural design flow.
- Compliancy Thinking. Treating the project like a certification submission improved our attention to detail.
- Scope Awareness. Micro games demand clarity — every element must support the core verb.
Visual Direction
- 3D‑to‑2D Workflow. Built a 3D environment to support a 2D gameplay loop.
- Lighting Control. 3D lighting helped reinforce rhythm, impact, and player feedback.
- Unity Integration. Rendered assets were imported into Unity to finalize timing and presentation.
- Supporting the Verb. The background enhanced the feel of “fight” without distracting from gameplay.
Final Result
Sketch 01
Sketch 02
Greybox 01
Greybox 02
Textured Environment
Takeaway
This project reinforced how much clarity and intention matter when designing around a single verb. Iteration — from pitching ideas to refining sketches to polishing the final environment — shaped the experience. Working in Unity and completing a compliancy check added a layer of professional discipline that elevated the final result.