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Battle Blade & Bombardement

Designing an arcade attraction experience combining full-body motion detection technology and immersive game environments for a physical installation at Skorz, FX Sudirman Mall Jakarta.

Role

Creative Team Leader

Platform

Arcade & Simulation Game

Tools
Ilustrator

Adobe Illustrator

Photoshop

Adobe Photoshop

Timeline

6 Months

Skorz

Project Overview

  • This project involved designing a full-body motion detection arcade attraction installed at Skorz, FX Sudirman Jakarta — a physical gaming venue where players interact with the game entirely through their body movements, captured in real time by motion detection sensors.
  • The attraction consists of 4 games in total. In this case study, I focus on 2 games I designed as Lead Designer — Bombardement, a tile-survival game where players must dodge bombs targeting their platform or fall into the void, and Battle Blade, a head-to-head weapon combat game played on a moving platform.
  • I led the creative team on this project, directly overseeing one illustrator who designed the remaining games in the attraction.
  • This is one of the most physically unique projects in my portfolio — designing not for a screen in someone's hand, but for a projected wall in a 7.4 x 4.2 meter play space, experienced by a live audience in a shopping mall.

Role & Scope

  • Served as Creative Leader and Lead UI/UX Designer — responsible for the overall visual direction, game UI design, and creative team coordination.
  • Directly led one illustrator who handled the design of the remaining games within the attraction.
  • Focused on designing the complete game experience for both Battle Blade and Bombardement — from concept and user flow, through wireframing, asset direction, and final visual design.

Background

  • Skorz FX Sudirman was looking to create a distinctive, high-energy arcade attraction that could draw visitors into the venue and provide a memorable experience that sets it apart from conventional mall entertainment.
  • Full-body motion detection technology was selected by the client as the core interaction method — creating an experience where the player's entire body becomes the controller, making it inherently social, physical, and entertaining to watch as well as play.

Problem Statement

How do we design an arcade game experience that is immediately intuitive for walk-in players of all ages and skill levels — while being visually compelling enough in a large physical space to attract an audience and encourage participation?

User Flow

To map how players experience the attraction, a user flow was created covering the complete journey — from entering the play area through to completing a game session for each of the two games.

User Flow

Wireframe

Early wireframes focused on establishing the core game states and screen layouts for each player experience — prioritizing visual clarity and immediate readability at distance, since players interact with a projected wall rather than a personal screen.

Final Design

  • The final design uses a dark, high-contrast environment aesthetic — with neon blue and cyan tones creating a futuristic arena atmosphere that is visually striking in a dimly lit physical venue.
  • All UI elements, timers, health bars, and game prompts were designed to be immediately readable from a distance — a critical constraint when designing for a projected wall rather than a conventional screen.
  • Battle Blade uses a split-screen layout to support head-to-head multiplayer, while Bombardement focuses on a single-player survival challenge — each with distinct visual identities while maintaining consistency within the overall Skorz brand.

Result & Impact

  • The arcade attraction was successfully installed and has been actively operating at Skorz, FX Sudirman Mall Jakarta — one of Jakarta's premium shopping destinations.
  • The Skorz banner is visible from the main road outside FX Sudirman, giving the attraction significant public visibility beyond the mall itself.
  • The games generated organic public interest — with visitors independently creating and publishing YouTube content about the experience, without any paid promotion.
  • Successfully designed a game UI system readable and functional in a 7.4 x 4.2 meter projected play space — a fundamentally different design challenge from conventional screen-based interfaces.
  • Led the creative team in delivering a cohesive multi-game attraction with consistent visual standards across all games in the ecosystem.
  • Enhancing the brand experience with a consistent and memorable sci-fi visual style.

Reflection

This project pushed me far beyond the boundaries of conventional UI/UX design. Designing for a physical play space — where the "screen" is a wall, the "device" is a projector, and the "user" is standing in front of a live audience — required me to rethink almost every assumption I had about interface design. Scale, readability at distance, and the social dynamics of a public gaming environment became my primary design constraints. It was one of the most challenging briefs I've worked on, and easily one of the most memorable outcomes.

Future Improvements

  • Develop a multiplayer online mode allowing players to compete with visitors at other Skorz locations across the city.
  • Expand the game roster with new themes and mechanics to keep the attraction feeling fresh for repeat visitors.
  • Add an automatic photo capture and social share feature at the end of each game session to drive organic social media exposure.
  • Optimize motion detection responsiveness for a wider range of player heights, body types, and movement speeds.