Pokemon Go: Redesign Concepts Sketch Zine (2017)


The launch summer of Pokemon GO was an extraordinary social phenomenon. The game not only brought people outside, but it brought people together. The energy associated with the game was fantastic and fun, and Pokemon Go introduced the idea of AR to the general public in a revolutionary way.


Earlier this year, I created a mini sketch zine of possible concepts Niantic could incorporate into their interactive AR game to increase user interaction and create a game truer to Niantic’s mandate of facilitating connections between not only technology and the physical world, but also EACH OTHER. That’s the universal magic of games--they’re fun!

Pokemon Go Expansion: AR+ (2017) 

Collaboration with Sam E. 


In my 3D modelling and fabrication class this semester, I got to develop my Pokemon GO redesigns even further in a collaborative project with a classmate. I did the research, wristband modelling and fabrication, while they modelled the glasses. The full written report was written collaboratively.


The Pokemon GO AR headset consists of AR glasses and a wristband-glove combination that would create a more true-to-life user experience of the Pokemon world, while following Niantic’s mandate. Players would be able to utlise a throwing motion to “catch” Pokemon, which would seemingly appear in the real world, through the glasses (mock-up shown below).

For my research, I explored previous HMD and smart glasses products, figuring out what aspects made some products (ex. Shima by LaForge, Microsoft Hololens) succeed and what made some products (ex. Google Glasses) fail. For the design, we took in consideration aesthetic appeal as well as functionality—measurements were based off existing products to fit required technology—and market appeal—the design was based off the outfit of the protagonist of the (at the time) soon-to-be-released Pokemon region. 

Savage Seas (2017)

Collaboration with Maddie F., Sammy S., Sam E.


Everyone knows that going into the seas is a death wish. The maps are inaccurate, the winds blow on a whim, and unseen monsters slumber in the depths. But everyone also knows that beyond that, in the center, there’s treasure to be found. Lead your crew and dive head-first into the savage seas to obtain the greatest riches known to mankind.


Full rules here.

Terra Flora (2017) 

Collaboration with Sam E., Aiden K., Sammy S.


In deep space, a bunch of explorer birds have all landed on an uninhabited new planet at the same time! The fowls must trek through the wasteland, terraforming it to stake their claim on this terra incognita. The rocky land makes it hard to do anything to it—the birds quickly realize before they can build settlements, they’ll need to level it with explosives. Dangerous underground gas volcanoes are scattered all over the land, however, causing chain explosions when they least expect it. But the steel-and-concrete settlements aren’t very sustainable either... maybe it’ll be better to grow some plants and sustain the planet’s declining ecosystem.


Each bird plays with a different agenda—do you choose to destroy the land and build your Mega Space Center, or do you choose to restore the wasteland with flora? Both techniques can lead to victory, so keep your wits with you and play smart.


Complete rules here.

voidBall (2017) 

Collaboration with Sam E., Thomas F., Ola S


The voidBall keeps coming. You must prepare. It rolls through your city, sucking anything and everything it passes into its void. You and the other survivors must use anything you can get your hands on to keep aVOIDing the ball, as you make your way out of your ravaged city.


Complete rules here.

THE WAITING ROOM (2017) 

a visual novel made with twine. 


Told through a chilling second person POV, THE WAITING ROOM prompts YOU, an injured patient waiting to get patched up, to unearth a small town's dark secret-- before the dark secret finds YOU. Photobashed imagery creates a surreal, out-of-place feel to the already-liminal space of a waiting room. 


Play it here.

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