CRIME LAB XP

Role: Primary Programmer • Tools Used: Unity, Figma, Affinity, GitHub, Notion • Duration: August 2026-July 2027 • Team Size: 16 • Platform: Proprietary Setup

Winner of the Transworld 2026 “Best New Product Award”

Crime Lab redefines the immersive experience by moving away from traditional escape room models to criminal investigations involving a combination of digital forensics and physical evidence.

Find: Locate evidence in the digital and physical space.

Analyze: Engage in digital forensic minigames.

Contradict: Use evidence and analysis to crack witnesses.

Accuse: Choose the correct suspect to win.

Some of my responsibilities include:

GAME DESIGN

ENGAGING MINIGAMES

I played a role in the design and iteration of all of Crime Lab XP’s “evidence analysis” minigames, which included taking the printer game from concept to completion. I carefully tuned the friction in this game using subtle mechanics that eliminate incorrect options and guide the player towards the solution. This adaptive balance allows each player to feel initially stumped while still ensuring everyone will end at an “Aha!” moment.

COHESIVE MYSTERY

When asking a player to read through witness summaries, evidence, and statements, every word matters. The moment a player starts to lose interest they will forget, misinterpret, or fully ignore the clues we present to them. To avoid this, I edited clues and descriptions using playtesting feedback to cut fluff and standardize verbiage, which allows players to quickly internalize key information.

REFINED FEEL

I had to navigate the unique challenge of ensuring Crime Lab XP’s playability on a variety of setups including wall-to-wall IR touch projectors, an array of touch-screen TVs and terminals, and an individual PC experience. Playtester feedback showed some players struggling to interface with the game in unique ways depending on the setup. I worked with this data to define regions of interaction that were comfortable and intuitive to a diverse group of players among a variety of setups.

BEFORE AND AFTER PLAYABILITY PASS

Certain regions were too extreme for players leading to uncomfortable stretching and crouching

Newly centered controls were far more comfortable for players on large setups while still being readable on smaller setups.

* Red highlights depict uncomfortable regions of interaction.

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Scripting (C#)

  • CMS Analysis minigame

  • Document Analysis minigame

  • Iterations on the 5 other minigames

  • Various bug fixes

  • UI implementation

  • Performance improvements

  • Integration with the Content Management System

Technology

  • Established recommended hardware list.

  • Setup hardware for playtesting in the office, bespoke playtesting locations, and on the convention floor.

  • Guided playtesters and sales on the convention floor at Transworld 2026 where we received the award for “Best New Product”.

Me “Demoing” our game.

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