Case study 02

Designing Games for an Interactive Mobile Billboard

I designed multiplayer games for a billboard that travelled throughout the city, appearing at public events and busy locations. The goal was to turn passing attention into participation while demonstrating what the format could do. Players joined with wireless controllers, so each experience had to communicate clearly from several meters away and be understood within seconds.

Key Contributions

  1. Designed approachable multiplayer interactions for public audiences with different levels of gaming experience.
  2. Improved long distance readability and reduced control complexity through frequent on site playtesting.
  3. Created short, shared screen sessions that kept queues moving while giving spectators a reason to join.

01Key design decisions

Public play introduced a different constraint: a visitor might give the experience only a few seconds before walking away.

Design decision

Simple, but effective

Many participants had little gaming experience. I simplified the interactions until new players could understand the objective and begin almost immediately.

Solution

  • Three core actions
  • Immediate onboarding
  • Minimal instructions

Design decision

Short sessions

Long queues formed at events, so I shortened each session to give more visitors a chance to participate without sacrificing the sense of progression.

Solution

  • Fast starts
  • Brief rounds
  • Visible progress

Design decision

Multiplayer first

Spectators wanted to participate rather than only watch. Shared screen multiplayer encouraged friendly competition and turned the installation into a social experience.

Solution

  • Shared screen play
  • Friendly competition
  • Spectator clarity

02Designing for a large screen

Playtests showed participants naturally stood one to two meters from the display, making desktop sized interfaces impossible to read comfortably.

Optimize for a glance, not a stare

I increased interface scale, reduced on screen text, kept rankings visible, and tested comprehension at the same distance people used in real events.

Solution

  • Large interface elements
  • Minimal copy
  • Persistent progress
  • Distance testing
Interactive mobile billboard perspective view

03Simplicity in design

Familiar inputs and a tightly edited flow helped people start playing in seconds.

Use what people already know

Xbox controllers offered a familiar button layout and the most reliable Bluetooth connection during testing. I observed that adding more buttons slowed onboarding and caused hesitation, so I limited the controls to movement, jump, and duck. Most players could then understand the game within seconds.

Red Xbox wireless controller

Remove non essential decisions

Powerups activated automatically, checkpoints communicated progress, and a steady camera helped people track their characters on a large display. We also reduced onboarding to a few simple screens before gameplay after observing that every additional menu increased drop off.

Pride Run main menu
Main Menu
Pride Run character selection screen
Character Select
Pride Run gameplay screen
In Game

04Important adjustments

Refinements to the camera, session pacing, difficulty, and variety kept the game readable, approachable, and engaging in a busy public setting.

Removal of split screen

Early playtests used a traditional four player split screen, where each participant had an individual camera. While this matched common racing games, participants frequently struggled to track their character from several meters away. Spectators also had difficulty following the action.

After multiple playtests, I replaced the split screen layout with a shared camera that kept every player visible simultaneously. This significantly improved readability, reduced confusion, and made the experience more enjoyable for both players and spectators.

Early four player split screen concept
Before
Shared camera multiplayer gameplay
After

Session pacing

I tuned game speed and session length so rounds felt satisfying without slowing event queues.

Difficulty

I adjusted obstacle density and challenge so first time players could participate without removing replayability.

Variety

I balanced randomness with predictable rules so repeat sessions still felt fresh and understandable.

Key learning

When users may interact with a product only once, clarity, simplicity, and immediate engagement matter most.

That principle shaped the entire experience: controls became simpler, sessions became shorter, and every screen communicated from a distance. In future public facing products, I would prototype in the real environment earlier so scale, attention, and audience behavior inform the design from the beginning.