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Project Goal

Hypertrail is the first game for Hypernova, designed to demonstrate the device's capabilities and highlight the magic of Neural band technology. By reinforcing Neural band gestures for new users, Hypertrail provides an intuitive experience that showcases this innovative technology.
 

Research

Hypernova's unique hardware features present a distinct set of challenges for game development. With limitations on display, motion, and color rendering, developers must balance visual appeal with technical feasibility to create an optimal gaming experience.

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Constraints + Limitations

- The device generates color banding and aberrations.

- Sprite Sheets: 64 or 128 frames, with a 1k texture.

- Animations Brief and small, mainly programmatic (coded).

- Effects and Colors:

- No native glow, blur, lighting, or bloom effects.

- Color constraints

- Reds are costly with Delphi/Artemis (HN status is unknown).

- Audio Limitations: Basic audio technology stack permits limited playback functionality.

Player Context

On-the-Go Gameplay:

Players may be playing in short intervals while commuting, waiting in line, or during breaks, so level design is deliberately short.

 

Visual Clarity:

High contrast colors, bold graphics, and minimal clutter and animation to ensure visual clarity in varying lighting conditions.

 

Immersive Feedback:

Leverage audio SFX and haptic feedback to enhance gameplay, while avoiding distracting music to maintain awareness of real-world surroundings. Audio team has outlined a list of scenarios and desired behaviors when using Hypertrail (See Audio section for more details)

 

Inclusive Design

A Gateway Game experience that welcomes players of all skill levels, especially those new to EMG by featuring:

 

-Intuitive mechanics

-Forgiving progression curve

-Quick respawn times to reduce frustration

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Game Mechanic explore

Early prototype

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NUX

Followed design system rule to create Logo for hypertrail

Define the main user flow with team leaders

we have tried so many element design to make it cohesive, and the hard task here are tried to make the whole game design looks balance and easy to read.

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All this journey finally came up well, we're having a system can let all people in the company help designing the puzzle game, it's similar to the Super Mario player build system, you can use the design system I set and build your own level.

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