I’m a creative director and game designer with a proven track record of shipping award-winning games, crafting immersive experiences, and driving innovation across gaming, XR, and interactive media.
Atomaton
ROLE: Creative Director
TOOLS: Unity, FigmaAtomaton is a VR/MR city builder game, challenging players to construct their resources at the atomic level. As the project lead, I spearheaded the prototyping and early design process.
Overview
City builder games represent a pinnacle of complexity in gaming, offering boundless opportunities of simulation depth. However, existing experiences on immersive platforms often lean towards cozy gameplay, focusing on simple interactions like placing buildings and zoning cities.
With Atomaton, my aim was to break new ground. We embarked on an early prototyping and “fun-finding” journey, driven by the following objectives:
- Introduce a survival aspect to city building in virtual reality
- Explore hands-on, immersive solutions for resource collection
- Integrate high school chemistry into gameplay mechanics
Concept art for oxygen and hydrogen bond (by Ashley Pinnick)
Exploration & Concepting
Early on, I realized the resouces in survival games mirror the basic buildings blocks of life found in the perioidic table, a fundamental concept in chemistry. Additionally, resources play a pivotal role in any city builder game. To capture these interconnected concepts, I dedicated time to collecting references, sketching, and creating flow charts.
Core game loop revolved around building new resources (atoms and molecules)Ideas for broader resource structure and simulation impact
Finding an Immersive-First Resource Mechanic
Inspiration struck when I encountered the cloning mechnic in The Last Clockwinder. This ingenious immersive interaction, stringing together a series of small actions to create a larger machine, resonated deeply with me. Cloning also aligned beautifully with chemistry. Similar to chemical reactions, which entail a series of small steps carried out repeatedly, cloning became the foundation for building elements and molecules.
With cloning as our foundation, I explored various chemistry concepts for our resource-building mechanic. Examples included double and single bonds, as well as leveraging the positive and negative charge of subatomic particles.
Brainstorming notes with help from diagrams from The Last Clockwinder designer John Austin’s 2023 GDC talk
Prototyping
With the core game loop and mechanics in place, I handed off my documentation and designs to the engineering and art team. We adopted a playful approach to prototyping, treating it like building toys - fun and unconstrained. Starting with assembling atoms via clone assembly lines, we gradualing expanded our prototyping efforts to include elements of the city building mechanics as well.
Nuclear Fusion Interaction + Sound Prototype Placing Building on Lunar Base PrototypeCloning Assembly Line Prototype
Completing the Loop
After weeks of iteration and internal playtesting, we finalized two standalone loops: creating clone assembly lines for building atoms and molecules, and placing buildings on an augmented reality table. I began drafting the initial UI to connect city building with the resources being developed.
Prototype for Nuclear Reactor Module Interaction (players enter modules to build resources)UI Mockup for MR Build MenuUI Mockup for MR Tech Tree
Outcomes
Our exploration and prototyping culminated in a vertical slice of the game loop. Combining whitebox assets with refined key art, we created a lunar base inhabited by dynamic citizens, engaging in tasks such as work and research. To ensure their base’s success, players must meticulously construct essential resources like water and oxygen from scratch. We put together a video highlighting our progress.