Creating an intuitive, energetic game show experience for a world-renowned museum

Creating an intuitive, energetic game show experience for a world-renowned museum

Creating an intuitive, energetic game show experience for a world-renowned museum

Timeline

Timeline

4 months

January – May 2025

January – May 2025, 6 months

Team

Team

7 Designers

3 Developers

7 Designers, 3 Developers

Tools

Tools

Figma, FigJam, After Effects, Photoshop, Procreate, Blender, Unity, Resolume, Xbox One Kinect, Notion

Figma, FigJam, After Effects, Photoshop, Procreate, Blender, Unity, Resolume, Xbox One Kinect, Notion

Overview

Overview

Ahoy! Overboard is an interactive game show experience proposed for The Strong National Museum of Play's new Beyond the Buzzer: Game Shows in America exhibit.


Over 4 months, our team of 10 RIT New Media Design and Interactive Development seniors partnered with The Strong to craft an exciting experience for museum guests young and old.

Overboard's exhibition at Imagine RIT 2025 and RIT EDGE 2025 reeled in 300+ contestants of all ages over 7 hours, along with a feature in local news and RIT's social media.

Highlights

The floor is lava...in a shipwreck! How much loot can you grab in 60 seconds without falling in the water?

The floor is lava...in a shipwreck! How much loot can you grab in 60 seconds without falling in the water?

Inspired by game shows with physical challenges such as Wipeout, American Ninja Warrior, and the game 'floor is lava,' Overboard contestants find themselves in a shipwreck-turned-gameshow-set, run by a super snarky seagull.

Full gameplay round from Overboard's exhibition at Imagine RIT

A player makes a big jump to get a doubloon at Imagine RIT

UI showcase

Art & Branding showcase

Meet Scully the Seagull, Overboard’s snarky host

An ex-pirate who failed his career by shipwrecking, Scully decided to become a gameshow host to capitalize on his situation.


He spends his days luring in contestants with the promise of winning big; but secretly hopes they will fall overboard.

An ex-pirate who failed his career by shipwrecking, Scully decided to become a gameshow host to capitalize on his situation.


He spends his days luring in contestants with the promise of winning big; but secretly hopes they will fall overboard.

Context

A swashbuckling collab with The Strong National Museum of Play

A swashbuckling collab with The Strong National Museum of Play

For their upcoming exhibit about the history of game shows, The Strong challenged us to create a unique game show experience installation that conveys the excitement and nostalgia of existing game shows.


With the exhibit launching in 2027, the Strong's team is busy planning its every detail. To kick off our collaboration, they shared some of the exhibit mockups to help inspire our interactive game show experience.

The Strong's latest mockups of the planned exhibit layout and interactive installations

What's The Strong?

What's The Strong?

Located in Rochester, NY, The Strong is the world's largest museum dedicated to the history of all things play, including toys, dolls, games, video games, and more recently, game shows.


Highly hands-on and interactive, it's a must-visit destination for thousands of children and families.

annual visitors

annual visitors

annual visitors

1 million

1 million

1 million

target age range

target age range

target age range

6 to 80

6 to 80

6 to 80

collection size

collection size

collection size

540,000

540,000

540,000

Going behind the scenes

Going behind the scenes

The Strong gave us a tour of their exhibit design shop, collections archive, and recently launched exhibit about the history of video games.


As a result, we gained insights into the technology, interactions, and gameplay patterns the museum already uses to help fuel the ideation process for our project.

The 3 pitches

The 3 pitches

After our tour, we had 2 weeks to design 3 unique game show experience concepts. The Strong provided a few options of game show mechanisms to base them on, such as Q&A games or puzzles.


We chose to focus on physical challenges, musical games, and games of chance, creating the following concepts:


  • Overboard, a time-based 'floor is lava' survival game emphasizing fast-paced, immersive interaction

  • Tune Duel, a music creation and memory game focused on rhythm, recall, and outlasting your opponent

  • Cha-Ching-O!, a personalizeable competitive Plinko game combining chance and light strategy

We pitched our concepts live to The Strong's executive team, who then met with the rest of their team to determine the concept that aligned best with their needs and goals for the exhibit.

The pick is in!

The pick is in!

Drumroll please…it's Overboard! The Strong selected Overboard as the concept they most wanted to see come to life, highlighting the appeal of an immersive 3D physical play space and high-energy gameplay.

Overboard's initial concept

Overboard's initial concept

Many aspects of Overboard evolved from our initial pitch, but the core gameplay mechanics remained consistent; collect treasure, beat the clock, and don't go overboard!

But we almost pivoted.

But we almost pivoted.

Our team was thrilled with the choice, but concerned about technical feasibility. We considered The Strong's second-ranked choice, Tune Duel, instead.


However, The Strong felt confident in Overboard's concept and encouraged us to pursue it, even if we had to stray from the initial pitch. Reassured, we didn't look back, and dove right into developing Overboard!

The Challenge

How might we make an intuitive physical game show experience for a wide age range that embodies the fun and nostalgia of classic game shows?

How might we make an intuitive game show experience for a wide audience that embodies classic game shows?

After a fast-paced ideation and pitch process, it was time to dive deeper into constraints, goals, and requirements, now that we had our focus on bringing one concept to life.

The Strong had key specifications for us to consider in our experience

RFID incorporation

Visitors will use RFID bands to track points won at each game show simulation that add to their overall score

<5 minute gameplay

Short-form gameplay is a must to ensure the exhibit has high throughput


As intuitive as possible

The experience should be extremely easy to pick up for a wide range of visitors


Adaptive difficulties

Include varied levels of play to serve visitors of different ages and experiences


Must have a host

Create a host to introduce and conclude each game while offering commentary


Beyond a screen

Tangible, physical interaction is key; not just a video game on a screen


We translated these into 3 key goals to keep us anchored

Intutive and accessible

Clear, straightforward, adaptive gameplay

Short and sweet

A quick, yet impactful experience

Fun to watch and play

A delightful experience for both players and audience

User Research

Understanding our users' goals and pain points

Understanding our users' goals and pain points

The Strong welcomes a wide range of visitors, targeting those aged 6 to 80. We focused Overboard's specific target audience to those aged 10 to 40, creating 3 personas to help better understand our users' needs.

10 • 4th Grader & Youth Soccer Player • Rochester, NY

Jordan

Jordan

An energetic 10-year-old who is always ready for an adventure

An energetic 10-year-old who is always ready for an adventure

"I love winning and having fun when playing games, but I get bored if it’s too easy or takes too long."

12 • 6th Grader & Wheelchair User with Cerebral Palsy • Rochester, NY

Alex

Alex

A curious 12-year-old and wheelchair user who loves to explore

A curious 12-year-old and wheelchair user who loves to explore

"I want to compete and have fun with my friends, but sometimes the way games are designed makes me feel left out."

42 • Mom & Market Research Manager • Rochester, NY

Kristin

Kristin

A busy parent who balances life and work with two kids

A busy parent who balances life and work with two kids

"I want to spend quality time with my kids, but it’s hard keep them engaged without relying too much on screens."

Persona illustrations designed by @stories via Freepik

Competitive Analysis

Understanding existing solutions

Understanding existing solutions

Researching other physical interaction-based experiences helped us gain clarity on the technological possibilities of our own, while also helping us narrow down our gameplay features.

Key Insights

Users need an intuitive, accessible, and active experience to stay engaged

Users need an intuitive, accessible, and active experience to stay engaged

A need for quick engagement

Young users need fast feedback, familiar interactions, and clear progress to stay interested

A need for accessible, inclusive design

Users of all abilities should be able to fully and confidently participate in the experience

A need for active, off-screen play

Parents value experiences that get kids moving and having fun without relying on digital devices

Prototyping and Testing

Overboard…in the browser!?

Overboard…in the browser!?

Our devs got right to work on a browser-based prototype of Overboard to get the core gameplay functions working. We wanted to get testing as soon as possible, so this proved essential to getting up and running quickly. Play for yourself (desktop only) over on itch.io!

Overboard…in real life!

Overboard…in real life!

Our devs got a working, interactive prototype up and running soon after our initial pitch. Meanwhile, the designers ironed out how to set up our projectors, and started mapping out the dimensions of our experience.


Two projectors would be ideal for the game floor to minimize shadows from the player, but to start we used just one along with a custom-built projector stand.

Visual Design

Developing the visual style

Developing the visual style

Since Overboard targets younger audiences, we wanted to give it a bright, bold, fun identity. The mood of Overboard's initial pitch felt too dark and expected; we wanted to push it to become more light, youthful, and unique. To achieve this, we chose a vibrant color palette, sharp geometric shapes, and playful typography.

Keywords

Kid-friendly, silly, energetic

A more intentional logo

A more intentional logo

Overboard's original logo had great dynamic movement, but it didn't feel intentional enough. We arrived at our final set of logos by balancing intention, movement, and texture.

From 2D to 3D

From 2D to 3D

We realized that an outlined, stylized 3D look felt more immersive and cohesive than an illustrative 2D style for the game visuals. 2D wasn't out completely; we used a lot of 2D assets in our marketing and website experiences.

From Polly to Scully

From Polly to Scully

A large part of our visual identity development came down to Overboard's host. Polly Roger the parrot felt too cliche and expected; what if our host could be more unique? Enter Scully, a super snarky seagull who isn't afraid to dish out sassy commentary toward Overboard contestants.


The best part? We were able to collaborate with a talented human voice actor, Kate Griffin, to truly bring Scully to life.

UI Design

Game Wall

Game Wall

We realized early on in testing that during the game, the game wall is primarily for audience engagement. The player is not able to look at the game wall; so it was important to display only the most relevant information at a given point in the gameplay loop.

Game Floor

Game Floor

The game floor is primarily for the player rather than the audience. Since the player can't look at the game wall, there must be clear visual feedback on the floor to indicate game start and end.

Onboarding and game start

Onboarding and game start

Onboarding occurs on the floor; we had considered a kiosk, but found that would interfere with the intuitive flow of the experience.


Players step onto the starter platform, which is intentionally in a different style than the game platforms to ensure distinction.


Players then move to the difficulty level they would like. Once selected, the first game platform appears at the floor's center, and the starter platforms disappear once the player has moved onto the game platform.


The wall screen adapts from the waiting to ready state as the player makes their choices.

Game results

Game results

At the end of each round, players get to see many points they scored, how many times they went overboard, their leaderboard rank, and a special "Scully's rank" that has 5 rank levels based on the player's point range.

Leaderboard

The leaderboard displays the top 10 players' scores, adding special emphasis on the top 3 with gold, silver, and bronze plaques. The leaderboard incentivizes replayability as players compete to get the top score.

Prototyping and Testing

Making a splash at the Experiential Development and Games Expo!

Making a splash at the Experiential Development and Games Expo!

Every year, RIT hosts EDGE, a showcase of experimental digital experiences. EDGE was our first major exhibition opportunity, providing us boatloads of valuable feedback from fellow students and professors.


We even won an award for having the best promotional materials. View the highlights below!

Every year, RIT hosts EDGE, a showcase of experimental digital experiences. EDGE was our first major exhibition opportunity, providing us boatloads of valuable feedback.


We even won an award for having the best promotional materials. Check out the highlights below!

Key Insights

User testing at EDGE taught us a lot

User testing at EDGE taught us a lot

Audio feedback and host interaction are crucial

Result

Implemented Scully's voice lines for during game, intro, and end, along with sfx and music.

Overboard status indicator needed to be more clear

Result

Implemented a shark circling and water splash animation, along with sound effects.

Small game floor size meant multiplayer could be dangerous

Result

Cut multiplayer from our current scope. Prioritized intuitive, solo experience.


Development

So, how does Overboard actually work?

So, how does Overboard actually work?

At this point, all of our tech was finalized. How does it all come together?

Gameplay

All gameplay is created and run in Unity. Motion tracking is done via an Xbox One Kinect, which tracks the position of a user's feet.

Floor Projection

The game floor is digitally projected using two projectors pointing at the ground; these sit up high on projector stands.

The Unity output is then run through Resolume, allowing it to be sent to the projectors and other connected displays.

Wall Displays

The game wall is projected onto a projection screen using a short throw projector, while the leaderboard is displayed on a separate vertical screen.

Physical Space

Building an immersive environment

Building an immersive environment

Nautical fence posts surrounding the play area are both on-brand and key to our UX, indicating to players where the game floor borders are. Cutouts of flags, doubloons, and a to-scale Scully standee added to the fun. The icing on top was the custom-built treasure chest containing our RFID scanner, which proved engaging and accessible.

A Smashing Success at Imagine RIT!

500+

500+

500+

Visitors

Visitors

Visitors

300+

300+

300+

Rounds Played

Rounds Played

Rounds Played

7 hour

7 hour

7 hour

Live Exhibit

Live Exhibit

Live Exhibit

5,000+

5,000+

5,000+

Doubloons Collected

700+

700+

700+

Gems Collected

750k+

750k+

750k+

Metagame Points Earned

Metagame Points Earned

Metagame Points Earned

Imagine RIT is an annual festival celebrating creativity and innovation across RIT's campus, highlighting cutting-edge projects at the intersection of the arts, technology, and design to thousands of attendees.


Imagine RIT 2025 served as Overboard's public debut, reeling in hundreds of visitors over 8 hours.

Imagine RIT is an annual festival celebrating creativity and innovation across RIT's campus, highlighting cutting-edge projects that intersect the arts, technology, and design to thousands of attendees.


Imagine RIT 2025 served as Overboard's public debut, reeling in hundreds of visitors over 8 hours.

Imagine RIT is an annual festival celebrating creativity and innovation all across RIT's campus, highlighting cutting-edge projects at the intersection of the arts, technology, and design to thousands of attendees.


Imagine RIT 2025 served as Overboard's public debut, reeling in hundreds of visitors over 8 hours.

Results

Players loved Overboard!

Players loved Overboard!

13 players at Imagine RIT filled out our feedback form. Check out the results!

Takeaways and Next Steps

What were our key takeaways from working on Overboard?

What were our key takeaways from working on Overboard?

Start simple, then build

Hone in on simple core elements first for an intuitive experience.

Enhance further with unified branding, consistent marketing, and an immersive environment.

Progress through playability

We delivered a playable prototype early on, giving us critical feedback to guide our next phase of development. We focused on continuous implementation aligning with our client's top priorities; an intuitive experience, mass appeal, and short-form gameplay.

We delivered a playable prototype early on, giving us critical feedback to guide our next phase of development.

Embrace change as it comes

We changed our plans multiple times, including how we tracked motion, so the physical set up was very fluid. We also tackled changing requirements, like the RFID scanner, late in development.

We changed our plans multiple times, including how we tracked motion, so the physical set up was very fluid.

Next Steps

Areas for further exploration

Areas for further exploration

Multiplayer

Why'd we cut it?

Game floor was too small to prevent collisions between players.

What’s next?

Increase game floor size by adding another Kinect to allow 2-4 person games.

Why implement it?

Increase interactivity, memorability, and throughput of exhibit.

Calibration UI

Why'd we cut it?

Chose to prioritize game features over behind-the-scenes tools.

What’s next?

Implement a custom interface for setting the floor size and lining up the Kinect

Why implement it?

Simplifies setup for clients regardless of technical background.

Ambient Lighting

Why'd we cut it?

Time and money.

What’s next?

Increase lighting around merch table and back half of exhibit.

Why implement it?

Clearer merch tables, signage, and more immersive exhibit area.

Allison Regnante

Allison Regnante

UX, UI, Motion, Marketing

Andrew Black

Andrew Black

Unity, UI Implementation

Annelise Wall

Annelise Wall

Branding, Character Design, Animation, 3D Texturing

Braelyn McFarland

Braelyn McFarland

UX, UI, Exhibit Design, Asset Production

Caitlin Tak-Nguyen

Caitlin Tak-Nguyen

3D Modeling, Motion

Colby Heaton

Colby Heaton

Unity, UI Implementation, Kinect Configuration

Elia Cohen

Elia Cohen

3D Modeling, Unity, UI Implementation

Gwen Williams

Gwen Williams

UX, UI, Exhibit Design, Marketing, Asset Production

Heather Shields

Heather Shields

UX, UI, Marketing, Website Design

Sydney Lewkowicz

Sydney Lewkowicz

Animation, Character Dialogue

Kate Griffin

Kate Griffin

Voice Actor

Special thanks to our collaborators privateers!

Special thanks to our collaborators privateers!

We were thrilled to work with Trey to memorialize our time working on Overboard through a mini documentary. Huge thanks also to Sebrtofficial, who worked with us to create a custom audio track for Overboard's intro sequence.

Trey Choate

Trey Choate

Documentary Producer

Sebrtofficial

Sebrtofficial

Music Producer

Trey Choate

Documentary Producer

Sebrtofficial

Music Producer

Learn more about our shipshape crew!

Learn more about our shipshape crew!

© Overboard 2025. All rights reserved.