Gateways Creative: Designing a Physical-Digital Interactive Experience

Defined the interaction framework for a physical–digital immersive gaming experience, aligning spatial behavior with real-time UI feedback. Simplified complex gameplay systems to enhance usability and player coordination.

Client:

Gateways Creative

Category:

Interaction Design, Game UX, Spatial Interfaces

My Role:

UX & UI Design

UX Strategy for High-Friction Asymmetric Gameplay

Gateways Creative is a live-action, asymmetric ghost hunting experience set inside a 1930s haunted study. A single player takes control of the mansion's ghosts via a trackball, radio dial, and distraction book, while a team of hunters works together around a spinning séance table using light emitters and vacuums to reveal, stun, and capture ghosts before their hearts are destroyed.

Designing for this setup meant addressing the stark friction between a digital ghost controller console and a physical séance table with shared artifacts. I focused on making the ghost controller dashboard cohesive, ensuring that the trackball, radio commands, and distraction controls felt intuitive under time pressure while the hunters' projected wall display kept gameplay readable in a dark room.

THE Context

Project Overview

Gateways Creative needed a ghost controller interface for their asymmetric multiplayer haunted mansion game. The solo player controls ghosts from a dedicated control room while a team of hunters gathers around a séance table to hunt them using light emitters and vacuums.

THE CHALLENGE

Design Challenges

Players needed to feel powerful as the ghost controller, but the information overload of managing ghost positioning, heart defenses, and army commands simultaneously created decision paralysis. Three core challenges emerged:

01 - Information Architecture

How to present real-time ghost positions, heart status, and hunter activity on a single controller screen without overwhelming the solo player under deep urgency.

02 - Asymmetric Balance

Creating two opposing gameplay layouts — a physical séance table with light emitters and vacuums vs. a digital ghost control console — that feel structurally balanced and fair.

03 - Atmospheric Immersion

Maintaining a pure gothic horror aesthetic with weathered interfaces while ensuring absolute UI clarity and modern readability.

game mechanics

Gameplay Core Interaction Loops

With the interaction loops mapped, I traced each player type through their complete journey — hunters coordinating around the séance table and the ghost operator managing their console — to identify where the interface needed to support critical decisions.

Hunter Loop

Spot ghost activity via wall projections and portrait movements

Spot ghost activity via wall projections and portrait movements

Reveal hidden ghosts using crystal ball, telescope, or scepter emitters

Reveal hidden ghosts using crystal ball, telescope, or scepter emitters

Flash-stun ghosts by charging and releasing light emitter buttons

Vacuum stunned ghosts using the two suction artifacts on the séance table

Defend hearts projected on the walls from ghost attacks until time runs out

Ghost Loop

Move the Boss Ghost via trackball to avoid hunter light emitters

Move the Boss Ghost via trackball to avoid hunter light emitters

Trigger fake whispers and portrait rattles using the distraction book

Command the ghost army via radio dial to attack, guard, or swarm

Command the ghost army via radio dial to attack, guard, or swarm

Destroy hearts on the walls by directing ghosts to covertly attack them

Escape vacuum range when detected by repositioning the Boss Ghost

player experience

Player Experience by Role

Three interfaces mapped across both roles, ensemble hunters and the solo Ghost Writer:

01

Ensemble Player User Flow

Maps the ensemble hunters' ghost encounter from first detection to complete capture. Traces how hunters coordinate around the spinning séance table — aiming crystal balls, telescopes, and scepters at wall sections to reveal ghosts, then stunning and vacuuming them.

02

Gothic Window Display Flow

Details the projected wall display visible to ensemble players through the physical gothic window prop. Shows hearts, active power-ups from bookshelf enchantments, and round timer — a passive display, not a directly controlled interface.

03

Controller Room Player User Flow

Deconstructs the solo player's ghost control console: positioning the Boss Ghost via trackball, commanding the ghost army via radio dial, and triggering distractions via the book's push buttons to mislead the ensemble hunters.

Ensemble Player User Flow

A ghost encounter from first detection to capture, with decision points and retry loops mapped at each stage.

Gothic Window Display Flow

A cinematic power system visualized through a gothic window display that reflects the player's current state.

Controller Room Player User Flow

Solo player steps from the controller room perspective.

1. INSTRUCTION

Instructions

The operator watches a brief instructional video explaining how the control system works, what buttons do, and how to manage the haunt experience.

2. WAIT

Wait for Players

After instructions, the system enters standby mode. The operator waits until players enter the room and the game session begins automatically.

3. HAUNT

Haunt & Escalates

Small pop-ups with instructions appear on screen for 3 seconds then disappear. An info icon optionally appears alongside each instruction.

4. FINAL

Heart Captured

A ghost attacks a heart and the heart counter increases. A 'Heart Captured!' message appears at the center of the screen.

visual design system

Core Color Palette

A structured palette combining 1930s gothic horror tones with highly visible gameplay indicator colors for hearts, ghost health, and emitter states.

Aubergine Plum

#4A0D7A

Base Canvas & Dark UI Frames

Crystal Lilac

#C9A8E8

Secondary Copy & Description Labels

Haunted Amber

#E8A020

Accents, Borders & Active States

Spectre Green

#2BD67B

Stamina Elements & Success States

Ruby Crimson

#C91B3A

Health Meters & Critical Damage

Phantom Dark

#0A0E1A

Primary Canvas & Deep UI Backgrounds

typography

ROLE

SPECIMEN

FONT FAMILY

Chapter / Level Header

THE HAUNTED MANSION

New Rocker / 32px

HUD Panel Title

PLAYER INVENTORY

Libre Baskerville Bold / 20px

Lore & Descriptions

A polished metallic key that emits a faint, green ghostly glow.

Libre Baskerville Regular / 14px

character design

Character Sprites

Gothic minion sprite sheets and boss character poses integrated into the game UI viewport frame. Characters include the Pirate Captain, Egyptian Pharaoh, and Cold Climber, each with idle, combat, and special attack poses.

Pirate Captain

Rusty anchors, visual ectoplasm trails, and special sweep attack.

State: idle and aggressive sweep

Egyptian Pharaoh

Golden sarcophagus armor, localized blinding sandstorms.

State: combat defensive stance

Cold Climber

Frozen thermal patterns, freezing room traps, slowing hunter velocity speeds by 40%.

State: frost spell manifestation

physical space

Designing within a real space

Designing for this experience required considering physical layout, visibility, and interaction flow alongside digital UI.

REFLECTION

Key Learnings

Designing for asymmetric multiplayer in physical spaces requires balancing information density with atmospheric immersion. The biggest insight was that the ghost controller and hunter interfaces needed to feel like they belonged to the same world while serving completely opposite gameplay goals. Physical space constraints directly shaped every digital interface decision.

Karen Polanco

karenopolanco@gmail.com

Karen Polanco

karenopolanco@gmail.com

Karen Polanco

karenopolanco@gmail.com