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My role in creating Kinix: Game direction, Game design (Gameplay, level and system design), UI/UX design, Art Direction, Key Visual Creation, Environment Art, Project Management.

*All GDD was originally written in Chinese for communication with our Chinese developer, here is translated version.

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Tokyo Dash

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The faster you pedal, the faster your bike will go. You can steer your bike by using the steering handle. Be careful not to crash into other cars or objects on the track!

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Mini-Games

Kinix currently has 5 unique mini-games, each has its own theme and gameplay. All games are designed and tailored for indoor cycling, giving players a fun and immersive experience while getting a decent workout without noticing they are exercising. 

We have about 40 more game concepts not yet implemented 

Key Visuals

Created and rendered in Unity

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Customization

Avatars in Kinix are highly customizable, players can choose different hair, hat, beard, upper cloth, pants, shoes, and backpacks. Cosmetics can be bought at in-game  store. 

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Profile & Achievements

Level up achievements to get rewards and unlock badges.  Player profile page record players statistics, including game performance and fitness data.

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Hardware Integration

We integrated all mainstream bike trainer brands by developing an app that can connect and read bike data through a BLE protocol called FTMS, then we connect the app with the game through a UDP protocol called OSC , sending gyro as well as bike data. We utilize speed, cadence, power, and distance in our games in different ways according to specific gameplay.

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Behind the Scenes

The following will be showing some of the processes of creating the game.

Tools used: Unity, Blender, Figma, Adobe Illustrator, Adobe Photoshop, Trello.

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Environment design

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Prototyping, Level Design

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Key Visual Creation

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UI/UX Design

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