ddA-Dimensional Detection Agency
"DDA: Dimensional Detection Agency" is a spatial exploration game centered around "invisible enemies in reality," aiming to break free from traditional games' reliance on screens, buttons, and virtual scenes. Players must hold their phones and move, turn, and detect within physical space, perceiving hidden targets through multimodal feedback such as sound, vibration, and spatial positioning. This project deliberately breaks the game logic of the screen as the center of interaction, re-examining the physical attributes and sensory potential of the phone as a medium: it is no longer just a controller on a two-dimensional interface, but has become a three-dimensional detection tool that requires players to "lift, walk, listen, and feel." By reconstructing how mobile phones are used, the work challenges our established impressions of gameplay controls, inspiring players to truly engage their bodies in the game.
Year of Completion:
2024
Awards and Exhibitions
Invited to attend the Beijing 2025 Indie Game Only Exhibition
Responsible for:
Independently developed, responsible for all game design, concept art, writing, development (Unity), art, sound effects, music, voiceover, and marketing.

Video
Inspiration
Current mobile game interaction is confined to the touch-screen paradigm—although smart devices integrate sensors such as 9-axis IMUs (gyroscopes/accelerometers/magnetometers), GPS, and microphone arrays, most have been relegated to mere decorations. While the industry is indulged in the interactive inertia of 'tapping screens with both hands', we have overlooked the potential of mobile phones to offer more diverse methods of interaction.


Gyroscope


camera sensor


GPS
So, we decided to design a game that could expand the interaction methods of mobile games

Gameplay Design
Core Action-Mechanism-System



Avatar Design
The core action of the game—detection—can be metaphorically described as killing invisible enemies (ghosts).
The player's role: an agent hunting ghosts disguised among ordinary people, using the most common tool—a mobile phone—to catch ghosts and prevent public panic.

Enhance the player's identification with their Avatar through the tool-style interface, focusing their attention on finding enemies in the physical space by feeling the phone's vibration.
Game Flow



Embodied operation
Move and rotate to find enemies
Feel the phone vibrate to locate enemies
Shake the phone up and down to reload
Hold the phone behind your head and swing it forward to throw a grenade
Positive and negative feedback loops
Positive feedback: Players can only obtain bullets by combo-attacking enemies
Negative feedback: The lower the player's combo rate, the fewer the bullets
Feedback to avoid the "snowball effect"
Positive feedback: When the player's health is low, the proportion of enemies decreases, and the proportion of health packs and other items increases slightly
When the player has few bullets, the crosshair range becomes larger, and the enemy difficulty decreases
Negative feedback: When the player has too many bullets, the difficulty and number of enemies increase
Enemy Design


UI Design


Game graphics





Other Projects
ddA-Dimensional Detection Agency
"DDA: Dimensional Detection Agency" is a spatial exploration game centered around "invisible enemies in reality," aiming to break free from traditional games' reliance on screens, buttons, and virtual scenes. Players must hold their phones and move, turn, and detect within physical space, perceiving hidden targets through multimodal feedback such as sound, vibration, and spatial positioning. This project deliberately breaks the game logic of the screen as the center of interaction, re-examining the physical attributes and sensory potential of the phone as a medium: it is no longer just a controller on a two-dimensional interface, but has become a three-dimensional detection tool that requires players to "lift, walk, listen, and feel." By reconstructing how mobile phones are used, the work challenges our established impressions of gameplay controls, inspiring players to truly engage their bodies in the game.
Year of Completion:
2024
Awards and Exhibitions
Invited to attend the Beijing 2025 Indie Game Only Exhibition
Responsible for:
Independently developed, responsible for all game design, concept art, writing, development (Unity), art, sound effects, music, voiceover, and marketing.

Video
Inspiration
Current mobile game interaction is confined to the touch-screen paradigm—although smart devices integrate sensors such as 9-axis IMUs (gyroscopes/accelerometers/magnetometers), GPS, and microphone arrays, most have been relegated to mere decorations. While the industry is indulged in the interactive inertia of 'tapping screens with both hands', we have overlooked the potential of mobile phones to offer more diverse methods of interaction.


Gyroscope


camera sensor


GPS
So, we decided to design a game that could expand the interaction methods of mobile games

Gameplay Design
Core Action-Mechanism-System



Avatar Design
The core action of the game—detection—can be metaphorically described as killing invisible enemies (ghosts).
The player's role: an agent hunting ghosts disguised among ordinary people, using the most common tool—a mobile phone—to catch ghosts and prevent public panic.

Enhance the player's identification with their Avatar through the tool-style interface, focusing their attention on finding enemies in the physical space by feeling the phone's vibration.
Game Flow



Embodied operation
Move and rotate to find enemies
Feel the phone vibrate to locate enemies
Shake the phone up and down to reload
Hold the phone behind your head and swing it forward to throw a grenade
Positive and negative feedback loops
Positive feedback: Players can only obtain bullets by combo-attacking enemies
Negative feedback: The lower the player's combo rate, the fewer the bullets
Feedback to avoid the "snowball effect"
Positive feedback: When the player's health is low, the proportion of enemies decreases, and the proportion of health packs and other items increases slightly
When the player has few bullets, the crosshair range becomes larger, and the enemy difficulty decreases
Negative feedback: When the player has too many bullets, the difficulty and number of enemies increase
Enemy Design


UI Design


Game graphics





Other Projects
ddA-Dimensional Detection Agency
"DDA: Dimensional Detection Agency" is a spatial exploration game centered around "invisible enemies in reality," aiming to break free from traditional games' reliance on screens, buttons, and virtual scenes. Players must hold their phones and move, turn, and detect within physical space, perceiving hidden targets through multimodal feedback such as sound, vibration, and spatial positioning. This project deliberately breaks the game logic of the screen as the center of interaction, re-examining the physical attributes and sensory potential of the phone as a medium: it is no longer just a controller on a two-dimensional interface, but has become a three-dimensional detection tool that requires players to "lift, walk, listen, and feel." By reconstructing how mobile phones are used, the work challenges our established impressions of gameplay controls, inspiring players to truly engage their bodies in the game.
Year of Completion:
2024
Awards and Exhibitions
Invited to attend the Beijing 2025 Indie Game Only Exhibition
Responsible for:
Independently developed, responsible for all game design, concept art, writing, development (Unity), art, sound effects, music, voiceover, and marketing.

Video
Inspiration
Current mobile game interaction is confined to the touch-screen paradigm—although smart devices integrate sensors such as 9-axis IMUs (gyroscopes/accelerometers/magnetometers), GPS, and microphone arrays, most have been relegated to mere decorations. While the industry is indulged in the interactive inertia of 'tapping screens with both hands', we have overlooked the potential of mobile phones to offer more diverse methods of interaction.


Gyroscope


camera sensor


GPS
So, we decided to design a game that could expand the interaction methods of mobile games

Gameplay Design
Core Action-Mechanism-System



Avatar Design
The core action of the game—detection—can be metaphorically described as killing invisible enemies (ghosts).
The player's role: an agent hunting ghosts disguised among ordinary people, using the most common tool—a mobile phone—to catch ghosts and prevent public panic.

Enhance the player's identification with their Avatar through the tool-style interface, focusing their attention on finding enemies in the physical space by feeling the phone's vibration.
Game Flow



Embodied operation
Move and rotate to find enemies
Feel the phone vibrate to locate enemies
Shake the phone up and down to reload
Hold the phone behind your head and swing it forward to throw a grenade
Positive and negative feedback loops
Positive feedback: Players can only obtain bullets by combo-attacking enemies
Negative feedback: The lower the player's combo rate, the fewer the bullets
Feedback to avoid the "snowball effect"
Positive feedback: When the player's health is low, the proportion of enemies decreases, and the proportion of health packs and other items increases slightly
When the player has few bullets, the crosshair range becomes larger, and the enemy difficulty decreases
Negative feedback: When the player has too many bullets, the difficulty and number of enemies increase
Enemy Design


UI Design


Game graphics

















