PINBALL KICKERS

Pinball, made immersive through movement.

Timeline

Jan 2022 - April 2022

My Role

Creative Direction, 3D Modeling, Visual Design, Game Design

Team

Hunter Allen, Quil Cummings, Jiaji Sun

Mentor

Justin Gitlin (Cacheflowe)(Tech Director & Creative Developer @Hovercraft)

Step Into the Game

Pinball Kickers was an experimental, full-body immersive game experience that reimagined pinball through physical movement and projection mapping. Blending the nostalgia of analog arcade games with digital interactivity, we designed and developed a system where players could interact with the game using body-tracking technology. Set up in a dark room with a floor-projected pinball board, the game encouraged social play, spatial movement, and retro-futuristic fun.

01

DISCOVER

Challenge

The challenge was to create an immersive, interactive experience to be showcased at the ATLAS Expo in April. The project brief asked us to merge design and technology in a way that felt exciting, modern, playful, and accessible, turning it into something people wouldn’t just watch, but truly experience.

How Might We

modernize a nostalgic arcade game without losing its soul?

How Might We

make the gameplay intuitive and accessible for all age groups, body types and ability levels?

How Might We

balance immersive storytelling with the thrill of competitive play?

The goal wasn’t to reinvent the game entirely, but to reimagine how it’s played.

Constrains

Timeline

We had just under four months to conceptualize, prototype, custom-build, test and present a finished experience at the ATLAS Expo on 28th April 2022.

Budget

Working within a limited student budget ($200), we had to carefully plan our purchase - from Kinect V2 sensors, projectors to site visits.

Studio Space

The game was built and tested in a small Black Box Theater, requiring us to carefully control light, sound, and spatial layout for optimal projection and movement.

02

DEFINE

Brainstorming

We kicked things off with a group brainstorm, tossing around every wild interactive idea we could think of, exploring immersive experiences that used physical movement, texture, sound, and interactivity. Pinball quickly emerged as the most exciting and familiar concept that could be reimagined through full-body play.

Site Visit

We visited Tilt Pinball Arcade in Louisville, Colorado to observe how people interact with traditional machines. It gave us inspiration for both the visual energy and inclusive gameplay we wanted to create.

Technology We Used

We used Kinect V2 for motion tracking, Unity for game development, Rhino 7 for 3D modeling, Procreate for custom visuals, and a ceiling-mounted projector to tie everything together.

TARGET AUDIENCE

Designed for anyone, regardless of age, body type, background, or skill level, who could move their arms and feet and was curious enough to play.

03

BUILD

Black Box Setup

We used our campus Mini Black Box Theater to bring the game to life. The space gave us full control over lighting, sound, and layout which was perfect for testing projections and creating an immersive experience.

Unity Set Up

Unity’s built-in physics made it ideal for mimicking real pinball behavior. We connected the Kinect camera using SDK tools and custom scripts, letting us map player movement to in-game objects.

Interaction Design

Scoring

Players had running and high scores that reset after each round, keeping things competitive.

Gameplay

The pinball board was projected on the floor and designed for two players to encourage teamwork.

Flipper Controls

Players controlled the flippers by lifting their legs — left player for left flipper, right player for right.

Ball Launch

The ball launched when either player swung their arm in front of their body and couldn’t relaunch until the round ended.

04

TESTS

We ran two major user testing rounds, with quick weekly sessions in between to keep improving.

Round 1

Testing Insight

In our first round of testing with five participants, we realized that lifting your leg to control the flipper felt awkward and broke the flow of play.

Accessibility Changes

We switched to a forward kicking motion, which felt more intuitive and natural. We also allowed players to use either leg, making it more comfortable and accessible for everyone.

Round 2

Testing Insight

During our second round of testing, we noticed that forward arm swings during gameplay caused tracking issues and confused players.

Accessibility Changes

We changed the gesture to swinging the arm overhead, mimicking a real pinball launch. It worked better across all heights and tracked more consistently.

“My arm kept triggering stuff when I didn’t mean to.”- Kate, 24

05

DESIGN

I led the creative direction and visual design for the project.

Everything from early sketches to final 3D modeling and gameplay. I also helped define the game's feel, layout, and overall vibe, blending nostalgic pinball with modern immersion. While my teammates focused on development, UX research, and project management, I worked on the visuals and interactions, stepping in to support other areas when needed.

Scope of Work

  • 24+ custom 3D modeled game assets.

  • 10+ gameplay setups and physics integrations in Unity.

  • Graphics, illustrations, and material creation (Unity & Procreate).

  • 3 full black box studio setup sessions for lighting, sound, and projection testing.

  • 20+ GitHub commits and version control syncs.

  • 180+ photos and videos captured for documentation.

06

OUTCOME

07

NEXT PROJECTS

©2025 Sohini Pandit. All rights reserved.