
Callback in Time
January - April 2023
Rhino, Maya, Unity, C++
Game Environment & Interaction Designer
Overview
Callback in Time is a first person mixed reality puzzler game where the player must find clues to traverse through different time eras. As the player interacts with the physical interfaces presented to them and uses their visual and auditory skills within the 3D environment, they discover numbers which they input to progress through the game. The game takes place in a office setting and reflects the technological, industrial, and societal changes throughout history.
Project Goals
This project was part of our third-year Digital Media capstone course, where we were encouraged to explore any form of art installation. Our team decided to focus on mixed reality, as it was a medium none of us had explored before and offered an exciting opportunity to combine physical and digital experiences.
Project Goals
Explore the impact of data mapping with objective-subjective spectrum of data representation and represent data in a multimodal and aesthetic way.
Project Ideation (First Sprint)
During the preparation for our first sprint presentation, we managed to settle on one overall project idea—a mixed-reality “escape room” game set in an office environment. The player has to solve a series of clues in each room to progress further into the game, with each clue revealing fragments of a larger narrative. The experience blends physical interaction with digital elements.
Storyboarding
Physical Interface Concept
For the physical interface, we chose two common office desk objects to make interactions feel natural and intuitive. These objects act as tangible controls for the game so players can manipulate them to trigger in-game actions.
Phone
Light switch
Creating Fundamental Assets (Second Sprint)
On our second sprint, we started making the primary 3D assets such as the desk, chair, lamp, and electronic devices that represent each era. We also established the components that will be used in the physical interface and created sketches of the overall office environment for older and a more modern era.
Environment Layout
Older era office layout
Modern era office layout
Individual Desk
1980s layout
1990s layout
2010s layout
2020s layout
Physical Interface Design
Phone keypad
Light with switch
Clues Testing
We conducted a playtesting session to understand how participants interacted with the clues and to identify areas that needed refinement. Overall, the feedback helped us recognize both the strengths and pain points in the clue design.
Feedback Summary:
Participants were unaware of the type or length of the code (4 numbers).
Some clues were slightly difficult to interpret.
Most players correctly understood that the “To-Do List” indicated the order for entering the code.
Paper prototypes couldn’t fully capture the different ways players approached and discovered clues.
Electrical Components Testing
Additionally, we did some testing with our electrical component using Shiftr IoT cloud service to capture the input from the physical interface
Light Shiftr Testing
Keypad Shiftr Testing
Code Implementation
We used Unity as our main game engine to build the mixed-reality experience and enable real-time interactions. To connect the physical interface with the virtual environment, we implemented code to read and process signals from Shiftr, allowing Unity to receive data from external sensors and devices for seamless communication between physical components and digital gameplay.
Unity Code Implementation
Interaction Example
Polishing the Environment & Physical Interface
During our last sprint, we completed the main 3D assets, added background models, and integrated everything into three scenes in Unity. We also finalized the physical interface design, began 3D printing, and tested the clues with six participants, identifying areas for improvement.
All Era Office Environment
1970s environment
1980s environment
1990s environment
2000s environment
2010s environment
2020s environment
Final Physical Interface
With the physical interface design finalized, we 3D printed the objects and integrated the necessary electrical components
Lamp with switch
Keypad
End Product
In order to create an immersive experience, we presented our final version of the game by projecting it into 3 screens with projectors. Despite a few initial attempts to set it up, the result turned out better than we expected.























