Celestial Mesh

Watch Gameplay

Play the Game Prototype: Celestial Mesh “Android Build Only”

Brief:

“Create an AR game for the mass market with a strong focus on replayability”

About the game:
Early prototype
Engine: Unity with Vuforia

Language: C#
Team Size: 4
Development time: 3 months

This project is an augmented reality space shooter prototype designed around fast sessions, score chasing, and replayability. The player takes the role of a pilot defending their sector of space from incoming enemy ships. Gameplay focuses on surviving waves of enemies, improving performance across runs, and competing for high scores.

The game was designed to support both single-player score optimisation and a competitive multiplayer concept, allowing players to compare results and encouraging repeat play.

My Role and Contributions:

Primary focus: Design, narrative, UI, research

  • Developed the narrative concept and thematic framing of the game
  • Contributed to core gameplay design with a focus on replayability
  • Designed user interface elements to support clarity in an AR context
  • Selected and integrated music and visual effects to support tone and feedback
  • Designed the game logo and assisted with promotional video capture
  • Conducted research into target audience, demographics, and competitors
  • Helped define the project’s unique selling points and mass-market appeal

Although the project was collaborative, my primary responsibility was ensuring the game’s design, presentation, and player experience aligned with the brief.

Design Focus:

The core design goal was to create an AR experience that felt approachable and repeatable rather than novel but short-lived. Replayability was supported through score-based progression, wave escalation, and the concept of competitive play.

Because AR interaction differs significantly from traditional PC or mobile games, particular attention was paid to clarity, readability, and player comfort. Testing was conducted using mobile devices and physical markers as stand-ins for the AR environment.

Challenges and Design Considerations:

One of the main challenges was designing gameplay that remained engaging without overwhelming players in an AR setting. Balancing visual effects, enemy density, and UI readability required careful iteration.

Due to time constraints and the requirement to produce a demonstration video, some planned features such as full multiplayer functionality were scoped out for later development. Design documentation and research were used to ensure these features were clearly defined even if not fully implemented.

Reflection and Learning Outcomes:

This project provided valuable experience in designing for emerging platforms and considering how player expectations differ in AR compared to traditional formats. It also strengthened my understanding of replayability, audience research, and how design decisions support mass-market accessibility.

If continued, I would prioritise completing the multiplayer feature, refining enemy behaviours, and expanding progression systems to further support long-term engagement.

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