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Hold It and Launch It!.png

Hold It, And Launch It!
- A CMU Game Dev Project

A 3-week sprint to design and create a prototype of a two-player cooperative game of  a festival-ready "rocket launch" experience. I served as the producer and experience designer, print planning, puzzle scoping, playtesting, and narrative framing while coordinating the cross-dispinary team to ensure the game was readable, funny, and reliable under real festival conditions.

Gameplay Video

Narrative
Setup

On launch day at MASA, a globally livestreamed rocket countdown is seconds from liftoff when the lead scientist is struck by a sudden, violent case of diarrhea. Forced to retreat to the bathroom—with the launch manual in hand—he must guide his assistant through the launch remotely using only a walkie-talkie. With the world watching and the clock ticking, clear communication is the only thing standing between success and total catastrophe.

Project Goal

Designing an interactive & immersive experience for the ETC Festival

Inspiration: Keep Talking and Nobody Explodes

Platform: PC, Phidgets, Xbox Adaptive Controllers

Duration: 3 weeks

​Team: 2 Programmers, 2 Artists, 1 Producer

Meet the Team

MY ROLE:

  • Producer

  • Experience Designer

PRODUCER
Yuelin Liu

PROGRAMMER
Alex Li

ARTIST
Ivy Hu

ARTIST

Aiden He

PROGRAMMER
Henry Wang

Game Dev

PT. 1   The Problem

  • We needed an experience that was easy to learn, fun to watch, and reliable under constant play.

  • Pure digital games struggled to attract bystanders, so we explored a physical, asymmetric co-op format where communication itself became the mechanic.

PT. 2   The Idea

A Metaphor:

When things really matter, everything goes wrong—but teamwork gets us through.

An Absurd Story:

​The ridiculous premise lowers the fear of failure and encourages players to communicate freely, which directly supports the game’s core mechanic and is suitable for a festival.

Gameplay Overview:

Players collaborate across separated roles, combining physical input devices

(rocket console) and asymmetric information (launch manual) to complete four puzzles. Success depends entirely on clear communication, coordination, and real-time problem solving.

PT. 3   Rocket Console Design

Both Digital & Physical:

Both Phidgets and XBox Adaptive Controllers can be plugged directly into Unity, letting us prototype physical interactions quickly without low-level hardware debugging.

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Digital View

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Physical Interface

Detailed Console Operations:

Puzzel 1.gif

Puzzle #1

Puzzel 2.gif

Puzzle #2

Puzzel 3.gif

Puzzle #3

Puzzel 4.gif

Puzzle #4

PT. 4   Rocket Launch Manual Design

From Paper to Pure Digital:

Initially, the rocket launch manual was designed as a text-heavy PDF, but constant

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🚀NASA EMERGENCY LAUNCH MANUAL (1)_Page_2.jpg
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playtests showed that players wouldn’t read long paragraphs under time pressure. So, the manual has been iterated to become simpler, spacial and pure digital.

Digital Manual.png

The Final Manual Design:

bathroom.png

A hologram rocket launch manual placed inside a cyber-punk style bathroom.

Production Decisions

PT. 1   Agile Workflow

  • Managed the project using Google Workspace to keep collaboration lightweight and accessible.

  • Centralized schedules, task tracking, design docs, and playtest notes in a single shared drive to reduce onboarding friction.

  • Used Google Sheets instead of heavier tools to keep the team moving fast and focused.

Google Workspace.png

Google Workspace

Task Tracking Sheets

PT. 2   Sprint Structure

Led following sprint activities:

Sprint Planning

15-minute Daily Stand-ups

Sprint Reviews

Retrospectives

  • Continuously refined the product backlog based on stand-up discussions and live playtest feedback.

  • Prioritized scope control and iteration speed to maintain reliability under tight deadlines.

PT. 3   Experience Polish for Festival

  • Expanded production scope after festival acceptance to include set design, on-site setup, and player takeaways.

  • Designed small physical artifacts (e.g., mission newspaper awards) to extend the experience beyond gameplay.

  • Focused on immersion, throughput, and audience engagement in a live festival environment.

Glimpse of the Festival:

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© 2026 by YUELIN LIU.

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