Galxstasy

Medium: 

3D Desktop App

Role: 

3D Game UX Co-ideator/Designer/Engineer, Worldbuilder, Sound Designer, Researcher, & Project Lead

Tools: 

C#, Unity (Post-processing, Timeline), Mixamo

For: 

NYU ITP Spring Show (May 2021)

Year: 

2021

Collaborator(s): 

Rajshree Saraf, Jahnavi Shah, Jenny Wang

Process

{{sect1}}

Overview

I collaborated with a few of my ITP classmates on an interactive 3D music festival simulation game with a step-by-step guide on MDMA harm-reduction strategies and effects.

POV of a dance scene at the virtual music festival with post-processing effects
POV of a dance scene at the virtual music festival with symptomatic post-processing effects (bloom, blur, lens flare, jumpy vision)

{{sect2}}

Inspiration

For our Playful Communication of Serious Research final project, we were tasked with translating an NYU professor's research to the broader public through some form of playful media. We chose to work with Dr. Joseph Palamar's research. As designers and technologists with a passion for psychology and mental health, we were inspired by his bountiful publishing on public health, epidemiology, drug use statistics, and harm reduction strategies, and we appreciated the motive behind his work: "I don't want people arrested - I want people alive."

Driving Theme: Most drug-related harm comes from the way drugs are used, and not as much from the fact that they are used at all.

Project Goal: To educate people on the effects MDMA has on your mind and body. Through a semi- immersive experience that helps the user actually test the effects of the drug, we hope to educate in a manner that is in sync with the realities of consumption and harm reduction.

The goal of our work is to simply steer the conversation towards harm-reduction and safety precautions. This does in no way demonstrate an endorsement for drug consumption.  

{{sect3}}

Approach
  • Why virtual - To ensure maximum reach
  • Why music festival - Music festivals, dance music concerts, other party scenes are where people are most likely to do MDMA
  • Why MDMA - Our researcher Dr Joseph J Palamar had studied MDMA and drug use in electronic club scene intensively
  • Why this output - We would dress information as experience to get the target age-group interested enough in the topic to absorb the information they get

{{sect4}}

Outcome

Participants customize an initial psychological profile that informs them whether they should proceed with the trip. It’s a first-person character POV, through 5-8 stages or plot points of a semi-interactive narrative.

They experience the emotional ups and downs that often come with taking a drug like MDMA in an unpredictable environment and, along the way, are taught the science and best practices for harm reduction relevant to the drug.

{{sect5}}

Demo

Gameplay and behind-the-scenes photos:

{{sect6}}

User Flow

Version 1:

Our game play changed drastically from branching narratives to one user flow. Initially the idea was to show the users how the consequences of their actions, such as choosing whether or not to stay hydrated, play out so that they can be more prepared to make wise choices if they decide to try this or a similar drug in real life.

first version of user flow
first version of user flow

first version of user flow
first version of user flow

Final Version:

However, at the end we decided to not give users agency that would direct their unique trip experiences. We realised that this needed to be a PSA - we didn’t want anyone missing out on any information that could potentially save a life.

final version of user flow
final version of user flow

final version of user flow
final version of user flow

{{sect7}}

Detailed Writeup

See detailed writeup on research, game design, information design, space design, and music here.

{{sect8}}

Slides from Class Presentation

Process

{{sect1}}

Overview

I collaborated with a few of my ITP classmates on an interactive 3D music festival simulation game with a step-by-step guide on MDMA harm-reduction strategies and effects.

POV of a dance scene at the virtual music festival with post-processing effects
POV of a dance scene at the virtual music festival with symptomatic post-processing effects (bloom, blur, lens flare, jumpy vision)

{{sect2}}

Inspiration

For our Playful Communication of Serious Research final project, we were tasked with translating an NYU professor's research to the broader public through some form of playful media. We chose to work with Dr. Joseph Palamar's research. As designers and technologists with a passion for psychology and mental health, we were inspired by his bountiful publishing on public health, epidemiology, drug use statistics, and harm reduction strategies, and we appreciated the motive behind his work: "I don't want people arrested - I want people alive."

Driving Theme: Most drug-related harm comes from the way drugs are used, and not as much from the fact that they are used at all.

Project Goal: To educate people on the effects MDMA has on your mind and body. Through a semi- immersive experience that helps the user actually test the effects of the drug, we hope to educate in a manner that is in sync with the realities of consumption and harm reduction.

The goal of our work is to simply steer the conversation towards harm-reduction and safety precautions. This does in no way demonstrate an endorsement for drug consumption.  

{{sect3}}

Approach
  • Why virtual - To ensure maximum reach
  • Why music festival - Music festivals, dance music concerts, other party scenes are where people are most likely to do MDMA
  • Why MDMA - Our researcher Dr Joseph J Palamar had studied MDMA and drug use in electronic club scene intensively
  • Why this output - We would dress information as experience to get the target age-group interested enough in the topic to absorb the information they get

{{sect4}}

Outcome

Participants customize an initial psychological profile that informs them whether they should proceed with the trip. It’s a first-person character POV, through 5-8 stages or plot points of a semi-interactive narrative.

They experience the emotional ups and downs that often come with taking a drug like MDMA in an unpredictable environment and, along the way, are taught the science and best practices for harm reduction relevant to the drug.

{{sect5}}

Demo

Gameplay and behind-the-scenes photos:

{{sect6}}

User Flow

Version 1:

Our game play changed drastically from branching narratives to one user flow. Initially the idea was to show the users how the consequences of their actions, such as choosing whether or not to stay hydrated, play out so that they can be more prepared to make wise choices if they decide to try this or a similar drug in real life.

first version of user flow
first version of user flow

first version of user flow
first version of user flow

Final Version:

However, at the end we decided to not give users agency that would direct their unique trip experiences. We realised that this needed to be a PSA - we didn’t want anyone missing out on any information that could potentially save a life.

final version of user flow
final version of user flow

final version of user flow
final version of user flow

{{sect7}}

Detailed Writeup

See detailed writeup on research, game design, information design, space design, and music here.

{{sect8}}

Slides from Class Presentation

Outcome

Other work

Want to create something awesome? Drop me an email.

→ Hi@email.com