This is something i always want to do, and this is the 3rd iteration of the idea.
current version
A game that incorporates light and space art, where players cast shadows on the wall with controlled lighting to interact with the system. A projector displays the Unity scene onto a wall while a camera captures player shadows in real time. Unity interprets these silhouettes as input, allowing players to shape the experience through their physical presence. The goal is to create memorable emotional moments through the interplay of light, shadow, and spatial interaction.
Target Audience: Individuals who enjoy interactive installations, art lovers, and players drawn to creative puzzle-based experiences.
Core Pillars: Alternative control · Light & Shadow · Spatial Interaction · Artistic Expression · Creative Problem-Solving
Tools Used: Unity · TouchDesigner · Camera-based Dark-Pixel Detection · Projection Mapping
Milestone 1
With two fully developed mechanic levels and two additional demo levels, I designed the Cat Level and the Firework Level to highlight the project’s central artistic and interactive concepts.
Cat Level
This level explores a playful inversion of the human-pet relationship. Instead of the human teasing the cat, the cat now holds the toy wand and leads the interaction. Players experience both the excitement of pursuit and the humorous frustration of chasing objects that intentionally stay just out of reach. The design captures the lighthearted, sometimes humbling dynamics of living with cats.
Firework Level
In this level, the player becomes a conductor of fireworks. Each shadow interaction ignites a responsive display of bursts, colors, and accompanying musical cues. The goal is to evoke a sense of precision, beauty, and empowerment—enhancing player agency through tightly synchronized visual and auditory feedback. This level acts as a poetic celebration of light, timing, and player presence.
The Cat Level
EARLY PROTOTYPE
Overview
An early prototype exploring how light and space art can become a game mechanic. Players cast shadows in front of a projector, and these shadows function as inputs to solve spatial puzzles. The Unity scene is projected onto a wall while a webcam captures the player’s silhouette in real time. Additional in-game light sources allow players to generate multiple shadows, creating layered interactions and more complex puzzle possibilities.
Main Achievements (2-Week Phase)
1. Proof of Concept & Technology Pipeline
I completed three rapid solo prototypes to validate that the core idea—using shadows as control input—was technically feasible. The pipeline evolved as follows:
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Unity in-scene dark pixel detection (no physical setup) →
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Built-in webcam input layered with Unity scene for dark-pixel detection →
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Real-life projection setup with accurate shadow detection
These iterations established a solid technical foundation and demonstrated that real-time shadow input could reliably drive gameplay.
2. Team Recruitment
Once the core system proved viable, I expanded the team. I recruited four collaborators to support development, ensuring the project could scale beyond a solo prototype.
3. Calibration System Development
Following the proof of concept, we identified a major challenge: the in-engine Unity scene and the real world projection would not naturally align. To address this, we implemented a calibration process that transforms the camera-captured image into a corrected perspective, ensuring that shadows match the projected interactive elements precisely. This was essential for making the experience intuitive and reliable.
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