
WHY THIS PROJECT MATTERS
WHY THIS PROJECT MATTERS
WHY THIS PROJECT MATTERS
The Strong National Museum of Play is planning a new interactive exhibit called Beyond the Buzzer: Game Shows in America, which will dive into the cultural history and influence of game shows. Supported by a grant from the National Endowment for the Humanities, the exhibit is set to open in the coming years.
The Strong National Museum of Play is planning a new interactive exhibit called Beyond the Buzzer: Game Shows in America, which will dive into the cultural history and influence of game shows. Supported by a grant from the National Endowment for the Humanities, the exhibit is set to open in the coming years.
The Strong National Museum of Play is planning a new interactive exhibit called Beyond the Buzzer: Game Shows in America, which will dive into the cultural history and influence of game shows. Supported by a grant from the National Endowment for the Humanities, the exhibit is set to open in the coming years.
The Strong National Museum of Play is planning a new interactive exhibit called Beyond the Buzzer: Game Shows in America, which will dive into the cultural history and influence of game shows. Supported by a grant from the National Endowment for the Humanities, the exhibit is set to open in the coming years.
The Strong National Museum of Play is planning a new interactive exhibit called Beyond the Buzzer: Game Shows in America, which will dive into the cultural history and influence of game shows. Supported by a grant from the National Endowment for the Humanities, the exhibit is set to open in the coming years.
Us New Media Design capstone students are here to provide playables that will inspire the upcoming real exhibits that reflect actual gameshows.
Us New Media Design capstone students are here to provide playables that will inspire the upcoming real exhibits that reflect actual gameshows.
Us New Media Design capstone students are here to provide playables that will inspire the upcoming real exhibits that reflect actual gameshows.
Us New Media Design capstone students are here to provide playables that will inspire the upcoming real exhibits that reflect actual gameshows.
Us New Media Design capstone students are here to provide playables that will inspire the upcoming real exhibits that reflect actual gameshows.



WATCH AND LEARN
WATCH AND LEARN
After finding out who our project client would be, we visited The Strong Museum’s Level Up exhibit to get a feel for the types of playable tech already in use—and importantly, many of these were the same technologies we’d be working with in our own projects. We also got a rare, behind-the-scenes tour of the museum’s fabrication spaces and archives, where we saw how exhibits are actually built and maintained. This included checking out their extensive collection of historic game show materials, which gave us even more context.
After finding out who our project client would be, we visited The Strong Museum’s Level Up exhibit to get a feel for the types of playable tech already in use—and importantly, many of these were the same technologies we’d be working with in our own projects. We also got a rare, behind-the-scenes tour of the museum’s fabrication spaces and archives, where we saw how exhibits are actually built and maintained. This included checking out their extensive collection of historic game show materials, which gave us even more context.
After finding out who our project client would be, we visited The Strong Museum’s Level Up exhibit to get a feel for the types of playable tech already in use—and importantly, many of these were the same technologies we’d be working with in our own projects. We also got a rare, behind-the-scenes tour of the museum’s fabrication spaces and archives, where we saw how exhibits are actually built and maintained. This included checking out their extensive collection of historic game show materials, which gave us even more context.
After finding out who our project client would be, we visited The Strong Museum’s Level Up exhibit to get a feel for the types of playable tech already in use—and importantly, many of these were the same technologies we’d be working with in our own projects. We also got a rare, behind-the-scenes tour of the museum’s fabrication spaces and archives, where we saw how exhibits are actually built and maintained. This included checking out their extensive collection of historic game show materials, which gave us even more context.
After finding out who our project client would be, we visited The Strong Museum’s Level Up exhibit to get a feel for the types of playable tech already in use—and importantly, many of these were the same technologies we’d be working with in our own projects. We also got a rare, behind-the-scenes tour of the museum’s fabrication spaces and archives, where we saw how exhibits are actually built and maintained. This included checking out their extensive collection of historic game show materials, which gave us even more context.
The visit gave us a clearer understanding of the museum’s expectations and capabilities, and it helped us kickstart our own ideation process.
The visit gave us a clearer understanding of the museum’s expectations and capabilities, and it helped us kickstart our own ideation process.
The visit gave us a clearer understanding of the museum’s expectations and capabilities, and it helped us kickstart our own ideation process.
The visit gave us a clearer understanding of the museum’s expectations and capabilities, and it helped us kickstart our own ideation process.
The visit gave us a clearer understanding of the museum’s expectations and capabilities, and it helped us kickstart our own ideation process.



IDEATION & PITCHES
IDEATION & PITCHES
Concept Pitches
Concept Pitches
Concept Pitches
Concept Pitches
Concept Pitches




To ensure we were getting our best ideas to products we pitched 3 concepts that encompassed different game themes, with our game Eye On the Prize making it to the final concept which is a memory-based sequence game.
To ensure we were getting our best ideas to products we pitched 3 concepts that encompassed different game themes, with our game Eye On the Prize making it to the final concept which is a memory-based sequence game.
To ensure we were getting our best ideas to products we pitched 3 concepts that encompassed different game themes, with our game Eye On the Prize making it to the final concept which is a memory-based sequence game.
To ensure we were getting our best ideas to products we pitched 3 concepts that encompassed different game themes, with our game Eye On the Prize making it to the final concept which is a memory-based sequence game.
Strong Museum Pitch
Strong Museum Pitch
Strong Museum Pitch
Strong Museum Pitch
Strong Museum Pitch




We pitched this to Strong Museum where the directors chose the top game for us to make.
We pitched this to Strong Museum where the directors chose the top game for us to make.
We pitched this to Strong Museum where the directors chose the top game for us to make.
We pitched this to Strong Museum where the directors chose the top game for us to make.
WIREFRAMES
Wireframes based on diff gameplays
Wireframes based on diff gameplays
Wireframes based on diff gameplays



The gameflow wasn’t finalized while the wireframes were being made so there were three versions of wireframes, where either the players all go at once, the players go in order, and another version based on buzzer speed. We ended up with a version that used a mix of the three version with the players buzzing in at the beginning to start the game.
The gameflow wasn’t finalized while the wireframes were being made so there were three versions of wireframes, where either the players all go at once, the players go in order, and another version based on buzzer speed. We ended up with a version that used a mix of the three version with the players buzzing in at the beginning to start the game.
The gameflow wasn’t finalized while the wireframes were being made so there were three versions of wireframes, where either the players all go at once, the players go in order, and another version based on buzzer speed. We ended up with a version that used a mix of the three version with the players buzzing in at the beginning to start the game.
Gameflow
Gameflow
Gameflow



In the beginning stages of the game development, the user flow of the game was still being finalized so multiple versions of the game direction was made. One version without a buzzer and one version with a buzzer.
In the beginning stages of the game development, the user flow of the game was still being finalized so multiple versions of the game direction was made. One version without a buzzer and one version with a buzzer.
In the beginning stages of the game development, the user flow of the game was still being finalized so multiple versions of the game direction was made. One version without a buzzer and one version with a buzzer.
ASSETS
Characters
Characters
Characters






Our game was missing some personalization so we opted for some cute characters made to represent the players onscreen
Our game was missing some personalization so we opted for some cute characters made to represent the players onscreen
Our game was missing some personalization so we opted for some cute characters made to represent the players onscreen
Shape Animations
Shape Animations
Shape Animations




We kept the shape animations clean and simple and spontaneous
Added audio with the motion adds depth to the game
We kept the shape animations clean and simple and spontaneous
Added audio with the motion adds depth to the game
We kept the shape animations clean and simple and spontaneous
Added audio with the motion adds depth to the game
The Host/Simon
The Host/Simon
The Host/Simon

The Host/Simon is a dynamic character that walks the user through the game
The Host/Simon is a dynamic character that walks the user through the game
The Host/Simon is a dynamic character that walks the user through the game
The Timer
The Timer
The Timer

The timer is an important feature that lets the players know how much time they have left to punch in their shape sequences.
The timer is an important feature that lets the players know how much time they have left to punch in their shape sequences.
The timer is an important feature that lets the players know how much time they have left to punch in their shape sequences.
PROTOTYPE

Waiting/Scanning
Waiting/Scanning
- In the beginning the host waits for the players to buzz in and prompts them to scan their wristbands to join the game
- The screen shows the host with colors that coincide with the players that buzz in
- In the beginning the host waits for the players to buzz in and prompts them to scan their wristbands to join the game
- The screen shows the host with colors that coincide with the players that buzz in

Onboarding
Onboarding
- At the start of the onboarding, Simon, the host, introduces the rules of the game to the players
- The host then lets players play a practice round before playing the actual game
- At the start of the onboarding, Simon, the host, introduces the rules of the game to the players
- The host then lets players play a practice round before playing the actual game

First Round
First Round
- When the first round starts, players are called to look at the screen where each player has their own shape sequence to memorize
- Then, players are called to repeat the sequence showed to them but on limited time
- When the first round starts, players are called to look at the screen where each player has their own shape sequence to memorize
- Then, players are called to repeat the sequence showed to them but on limited time

Leaderboard
Leaderboard
The scoreboard at the end of the first round builds more pressure in the game by highlighting everyone’s current scores before moving on.
The scoreboard at the end of the first round builds more pressure in the game by highlighting everyone’s current scores before moving on.
STYLEGUIDE

Sketches
Early in the design process, we sketched out ideas for our game host, Simon. Since the final design and style were still undecided, we created a word list to help define the visual direction and explored different versions of Simon’s look.

Inspiration
We chose the design direction shown on the right. Initially, we explored 2D, 3D, and hybrid styles but ultimately went with 2D graphics with added depth. Our visual style includes neon overlays, a light and playful tone, abstract glowing geometry, soft gradients, and high-contrast, glitchy energy.
SOCIALS
Intro Post
The Strong National Museum of Play is planning a new interactive exhibit called Beyond the Buzzer: Game Shows in America, which will dive into the cultural history and influence of game shows. Supported by a grant from the National Endowment for the Humanities, the exhibit is set to open in the coming years.
The Strong National Museum of Play is planning a new interactive exhibit called Beyond the Buzzer: Game Shows in America, which will dive into the cultural history and influence of game shows. Supported by a grant from the National Endowment for the Humanities, the exhibit is set to open in the coming years.
The Strong National Museum of Play is planning a new interactive exhibit called Beyond the Buzzer: Game Shows in America, which will dive into the cultural history and influence of game shows. Supported by a grant from the National Endowment for the Humanities, the exhibit is set to open in the coming years.
The Strong National Museum of Play is planning a new interactive exhibit called Beyond the Buzzer: Game Shows in America, which will dive into the cultural history and influence of game shows. Supported by a grant from the National Endowment for the Humanities, the exhibit is set to open in the coming years.
The Strong National Museum of Play is planning a new interactive exhibit called Beyond the Buzzer: Game Shows in America, which will dive into the cultural history and influence of game shows. Supported by a grant from the National Endowment for the Humanities, the exhibit is set to open in the coming years.








Documenting Our Process
Practically every day we worked, we shot content documenting our process from the beginning including our ideation stages, asset creation, prototypes, animations, up until Imagine RIT.
Marketing Our Project
Some of our social media posts leading up to the event included marketing materials like posters in academic hallways and a digital billboard in the SHED. This helped spread awareness and drew a large crowd eager to try our game.
EDGE 2025
EDGE 2025
The game functioned well overall during at EDGE, but one area that could have been improved was the visual presentation. While we had visual assets ready to be implemented, they weren’t included in prototype presentation we gave. Adding these would significantly enhance the game's appearance and provide better feedback on UI and gameplay issues.
The game functioned well overall during at EDGE, but one area that could have been improved was the visual presentation. While we had visual assets ready to be implemented, they weren’t included in prototype presentation we gave. Adding these would significantly enhance the game's appearance and provide better feedback on UI and gameplay issues.
The game functioned well overall during at EDGE, but one area that could have been improved was the visual presentation. While we had visual assets ready to be implemented, they weren’t included in prototype presentation we gave. Adding these would significantly enhance the game's appearance and provide better feedback on UI and gameplay issues.
IMAGINE RIT 2025
IMAGINE RIT 2025
Our experience at Imagine RIT was a great success, with the game drawing attention and engaging visitors all day. The physical buttons were a big hit, though their durability became a challenge as people slammed them a bit too hard. We also realized that more animations and sound cues would’ve helped polish the game and provide better feedback for players. Overall, the event was an excellent learning opportunity and gave us insights into user behavior and how to improve both the design and functionality of the game.
Our experience at Imagine RIT was a great success, with the game drawing attention and engaging visitors all day. The physical buttons were a big hit, though their durability became a challenge as people slammed them a bit too hard. We also realized that more animations and sound cues would’ve helped polish the game and provide better feedback for players. Overall, the event was an excellent learning opportunity and gave us insights into user behavior and how to improve both the design and functionality of the game.
Our experience at Imagine RIT was a great success, with the game drawing attention and engaging visitors all day. The physical buttons were a big hit, though their durability became a challenge as people slammed them a bit too hard. We also realized that more animations and sound cues would’ve helped polish the game and provide better feedback for players. Overall, the event was an excellent learning opportunity and gave us insights into user behavior and how to improve both the design and functionality of the game.
Our experience at Imagine RIT was a great success, with the game drawing attention and engaging visitors all day. The physical buttons were a big hit, though their durability became a challenge as people slammed them a bit too hard. We also realized that more animations and sound cues would’ve helped polish the game and provide better feedback for players. Overall, the event was an excellent learning opportunity and gave us insights into user behavior and how to improve both the design and functionality of the game.
Our experience at Imagine RIT was a great success, with the game drawing attention and engaging visitors all day. The physical buttons were a big hit, though their durability became a challenge as people slammed them a bit too hard. We also realized that more animations and sound cues would’ve helped polish the game and provide better feedback for players. Overall, the event was an excellent learning opportunity and gave us insights into user behavior and how to improve both the design and functionality of the game.















TAKEAWAYS
TAKEAWAYS
The experience highlighted the importance of real-world testing, as user interactions can differ a lot from prototypes. The game’s core function design was solid but we learned that small details like sound cues and animations can really help make a more immersive experience. Durability of physical components became a focus after seeing how hard players interacted with the buttons. In the end, the game was very successful and we're glad the game has impacted and engaged so many people at Imagine RIT.
The experience highlighted the importance of real-world testing, as user interactions can differ a lot from prototypes. The game’s core function design was solid but we learned that small details like sound cues and animations can really help make a more immersive experience. Durability of physical components became a focus after seeing how hard players interacted with the buttons. In the end, the game was very successful and we're glad the game has impacted and engaged so many people at Imagine RIT.
The experience highlighted the importance of real-world testing, as user interactions can differ a lot from prototypes. The game’s core function design was solid but we learned that small details like sound cues and animations can really help make a more immersive experience. Durability of physical components became a focus after seeing how hard players interacted with the buttons. In the end, the game was very successful and we're glad the game has impacted and engaged so many people at Imagine RIT.
Trebek's Intellects
Capstone II
RIT New Media X The Strong