Rapid Prototyping Games for Crowds
As part of our ongoing studio R&D sessions, we set ourselves a challenge. Build a mobile phone controlled, web based multiplayer game, from scratch, in a single day. Inspired by the speed, flow and sensory overload of the all time classic PS1 game Wipeout, we set out to capture that same feeling of controlled chaos in a shared, multiplayer space.
SCAN - JOIN - PLAY
Not a prototype that sort of works. A fully playable, high-energy experience designed to handle multiple players at once, built with the same level of craft we’d bring to a live project. While not a full experience it's a great milestone challenge to give ourselves, make it work, make it fun, all under a bit of time pressure.
The Idea
We wanted something immediate and joyful. A game that anyone could step into without explanation, but that still had enough depth to reward people who stayed longer.
Players control simple, responsive systems, moving through a shared space filled with dynamic elements. The focus was on flow and interaction. Fast feedback, satisfying movement, and a sense that everything happening around you is connected to what others are doing.
It is chaotic in the best way.
Designed for Real-World Play
Unlike previous experiments, this one pushed further into physical interaction.
The game was designed to run on a basic hardware setups, with multiple input points and shared outputs. That meant thinking beyond a single screen and into a system where lots of small interactions could happen simultaneously.
Multiple players can join quickly. No onboarding friction. Just scan the game's QR code on your mobile phone and join the chaos.
That constraint shaped everything. Mechanics had to be readable at a glance. Feedback had to be immediate. And the system needed to stay stable under pressure.
Systems, Not Screens
Under the surface, the project became an exploration of systems thinking.
We built a layered game loop with:
- Power-ups that shift the balance of play quickly and create moments of advantage
- Shields, hazards, and chain reactions that reward timing and awareness
- Particle and lighting systems that make every action feel amplified
The goal was to create at pace. To create a space where simple actions combine into something more complex. A focus on frictionless, multiplayer fun.