Ruin the Show
Year
2025
Timeline
4.5 Months
Category

Immersive

Interactive

Installation

Tools

After Effects

Figma

Illustrator

Arduino

Claude

Role
Motion Designer, Developer, Set Designer
Awards

Ruin the Show is a conceptual interactive game developed for The Strong National Museum of Play's upcoming exhibit "Beyond the Buzzer: History of Game Shows." The museum needed engaging, accessible playables that could educate children about game show history while remaining fun across all ages and skill levels. Drawing inspiration from the 1950s quiz show scandals, we put players in the shoes of a producer behind the scenes tasked with keeping the show running and boosting ratings.

Strategy

We began with an ideation phase, pitching three distinct interactives inspired by different emotions and moments from game show history. Poser explored the irritation of watching others fail at simple tasks and feeling like you could do better. Hot Seat Sabotage captured the anxiety of being under the spotlight with multiplayer trivia sabotage. Ruin the Show drew from the 1950s quiz show scandals, putting players in the role of a behind-the-scenes producer. The museum selected Ruin the Show for full development due to its unique narrative perspective.

By framing the experience from a producer's perspective rather than a contestant's, we created a fresh angle on game show history. Players don't just participate in the show; they run it, making decisions to keep audiences entertained and ratings high. This approach made the historical context tangible and gave players agency in a way that felt both educational and genuinely fun.

Design

Our team of 10 designed and built Ruin the Show from the ground up, tackling game design, illustration, animation, and technical implementation for the first time. Taking inspiration from the visual style of classic game shows, we created an illustrated set and cast of characters that felt authentically retro. The game was controlled by a panel that sat in front of a large screen with reactive lighting that responded to player actions.

I handled all character rigging and animation using After Effects and Duik. The four contestants were upper-body characters with rigged faces and arms, animated to perform basic reactions and responses throughout the show. The host was significantly more dynamic, a full-body character capable of moving across the stage with a complete 180-degree turn, allowing him to walk back and forth as he posed questions to the contestants. I exported the animations as sprite sheets to be used in the p5.js game.

As both developer and designer for the physical computing, I wired an Arduino to interface with our p5.js game, creating an arcade-style control panel with 6 buttons, a lever, and a joystick. Four buttons controlled spotlights on individual contestants, while a fifth button triggered an applause cue card for the audience and a sixth activated the cheat mechanic. The lever controlled the camera zoom, and the joystick tracked the host with a spotlight as he moved across the stage. I taught myself Arduino and used serial communication to send player inputs to the game and control the arcade buttons, which lit up when they needed to be pressed and provided satisfying tactile feedback.

Building the Control Panel

I designed the wooden control panel by researching vintage control panels and computer consoles, breaking down each element and calculating dimensions before prototyping in cardboard. The cardboard version allowed me to test the wiring, layout, and shape. The final wooden build took two weeks, featuring boxy forms with angled surfaces painted a greenish-gray, complemented by raised panel details that framed each button. The lever was 3D modeled, printed, and finished to match. I engineered the panel with an access hole in the back for electronics maintenance and an internal sandbag platform for stability.

Results

Ruin the Show launched at Imagine RIT, where hundreds of visitors played through the experience over 8 hours. The game ran smoothly throughout the event, and players responded enthusiastically to the concept, appreciating how we reframed a historical scandal into an engaging, playable game. An unexpected highlight was watching groups of players collaborate around the control panel, dividing responsibilities and working together rather than competing for high scores. Seeing everyone gathered around the installation, smashing buttons in unison and leaving with big smiles, validated our approach to making game show history both fun and accessible.

Credits

Brandon Riley
Lily Kniseley
Yohermry Kpodo
Griffin Paradee
Adi Das
Cassidy Kress
Jaelin Vernon
Maxwell Chu
Kaiden Terrana
Blessing Okogeri

OTHER WORK