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:

System Interconnectivity: Mapping the Connections

The following notes map how these discrete subsystems interact to create a cohesive player experience:

  1. Level Architecture ↔ Economy: The LevelManager stages scenes based on LevelData, 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).
  2. Perception ↔ Interfacing: Pixelshifting is a tactical overlay that identifies the STIK terminals. The quality of the drone’s sensors determines the speed and reliability of the download link.
  3. 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:

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.