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

Gateways Cinescape is a location-based reality gaming experience that blends physical props with real-time projected interfaces.

For Ghost Writer’s Study, I designed the interactive UI systems supporting a 4-vs-1 asymmetric horror gameplay experience.

The Challenge

One Game. Two Different Experiences.

Gateways creates real-world, immersive games where players interact with both physical environments and digital interfaces.

In Ghost Writer’s Study, players are split into:

  • 4 hunters (ensemble) sharing a physical space and projected UI

  • 1 ghost (solo) controlling the game from a separate room

This creates asymmetric gameplay, where each role has different goals, information, and controls.

How do you design two systems that feel fair, clear, and immersive?

Communicate

Critical game states instantly in a low-light physical environment

Support fast pace

Physical and digital interaction loops under extreme pressure

Avoid overwhelm

For the solo player managing multiple variables

A ghostly game of hide and seek

At its core, the experience follows two opposing loops: hunters search collaboratively in the physical environment while the ghost uses a separate command layer to hide, disrupt, and survive.

Mapping the core interaction loop

The hunter experience was built around clear, repeatable states: searching, ghost found, stunned, and captured. Each state needed to be instantly recognizable in a dark, high-energy environment.

Designing within a real space

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

System 1: The shared projection

The projected walls act as a shared UI system for all hunters, communicating time remaining, hearts remaining, power status, and game events.

System 2: Solo Ghost Controller Room

The ghost operates from a private command interface providing real-time spatial awareness, health tracking, ability control, and stun feedback. The dashboard empowers strategy while maintaining clarity under time pressure.

Designed for scalability

The system supports multiple ghost characters through standardized health logic, reusable animation states, and modular ability structures. New characters can be introduced without redesigning the core interface.

Outcome

The final experience clearly differentiates player roles, maintains readable feedback during fast gameplay, supports scalable character expansion, and creates tension through intentional information imbalance.

Karen Polanco

karenopolanco@gmail.com

Karen Polanco

karenopolanco@gmail.com

Karen Polanco

karenopolanco@gmail.com