Data Division (Professional Work)
Role: Concept & Systems Design (Preproduction / Prototype Lead)
Context: Professional design and implementation for GRX Immersive Labs (June 2023 – June 2024).
This project began as an immersive-learning and AI-literacy experience adapted from the Points of View short-film material. I designed the experience to teach surveillance bias and machine-learning concepts through a “buddy drone” bond inside a gritty cyberpunk setting.
The Strategic Pivot
While initially framed as Learning-First, the project underwent a stakeholder-driven pivot toward a more traditional Action-Extraction loop. This expanded the scope into combat scaffolding and FPS-adjacent systems, which eventually displaced the original educational center. The work below reflects the functional prototype state delivered before the project was sunset in June 2024.
Prototype State: The Core Loop
The prototype centered on a high-stakes data-theft loop. I focused on making the acquisition of information feel physical and risky.
graph TD
A[Neighborhood Hub] --> B[Select Venue]
B --> C[Deploy to Level]
C --> D[Find Terminal or Data Source]
D --> E[Download or Capture Data]
E --> F[Extract and Return]
F --> G[Process at Workbench]
G --> H{Route the Data}
H -- Sell --> I[Money]
H -- Synthesize --> J[Progression]
H -- Donate --> K[Alignment Shift]
Implemented Systems & Architecture
The following systems represent the core technical delivery:
- Neighborhood Hub: A persistent safe-zone where player professions (randomized per run) constrained which items and behaviors were considered “legal.”
- Flyer Drone: A working flight platform utilizing
Pixelshifting(drone-only perception) to identify data sources and threats. - STIK Data Theft: A terminal-interfacing system where downloads require active proximity and carry corruption risks if interrupted.
- Inventory & Physicality: A 4-slot physicalized inventory with weight-based movement penalties, linking player efficiency to gear choice.
- Extraction: End-to-end infiltration and holdout triggers for level exits, integrated with
LevelDataScriptableObjects for modular venue selection.
System Interconnectivity: Mapping the Connections
The following notes map how these discrete subsystems interact to create a cohesive player experience:
- Level Architecture ↔ Economy: The
LevelManagerstages scenes based onLevelData, which determines the density of data-sources. This directly feeds the Workbench economy, where players decide between immediate cash (Sell) or long-term power (Synthesize). - Perception ↔ Interfacing:
Pixelshiftingis a tactical overlay that identifies theSTIKterminals. The quality of the drone’s sensors determines the speed and reliability of the download link. - Inventory ↔ Extraction: The physical weight of “Heavy” data drives creates a mechanical tension during the extraction phase—the more you steal, the harder it is to reach the exit before suspicion peaks.
Professional Scope & Deliverables
Beyond the Unity implementation, the delivery package included:
- Contracted Scope: Milestone planning, story adaptation, AI/ML mechanic proposals, and weekly research reviews.
- Pitch Package: A full SOT (Strengths, Opportunities, Threats) analysis, pitch documentation, and stakeholder presentation materials.
- Prototype Expansion: The work exceeded the initial briefing, delivering working drone flight, data-theft loops, and extraction state machines.
Future Roadmap: The “Onyx” Layer (Unimplemented)
To bridge the gap between individual runs and the persistent hub, I proposed the Onyx ML-driven Parole Officer. This NPC would visit the player’s hub for inspections; if stored items or behaviors didn’t match the player’s randomized Profession, suspicion would spike. This was designed to transform the hub from a passive menu into an active space of risk management and “laundering.”
For the full technical breakdown of individual systems (Inventory, Shop, Level Managers, etc.), visit the Project Hub or the Game Design index.