CASE STUDY

Dice

A playable web build of the prototype.

MODULE 01

Demo

Play Demo

MODULE 02

Core Loop

Shake to Charge

The player builds charge by shaking the dice cup.

Cup Burst

When the charge reaches full, the cup bursts open and transitions into bullet time.

Spend Focus to Reroll Quantity

During bullet time, the player can reduce Focus, which also shortens bullet time, to randomly adjust the number of dice.

MODULE 03

Design Focus

Readability First

I focused on making each state change easy to read, so the player can tell what is happening before deciding what to do.

Sensory Payoff

The project explored how sound, music, impact timing, and visual effects can make a short action loop feel satisfying.

Short-Loop Pacing

The design goal was to keep the loop compact while still creating a clear rhythm of setup, intervention, and payoff.

MODULE 04

Reflection

Charge Outcome Variation

One next step is to test whether different charge results could lead to different burst effects, instead of locking every burst behind a full charge requirement.

Camera Presentation

The current camera presentation is still somewhat rough. Further polish here could significantly improve the overall feel of the game.