A Case Study in Designing a 5-Minute Interactive Experience for 10,000 people

Andromeda

A real-time multiplayer space game for 10,000 players.

A real-time multiplayer space game for 10,000 players.

Company

Company

The Sphere

The Sphere

My Role

My Role

UX Designer

UX Designer

UX Researcher

UX Researcher

Timeline

12 Months

12 Months

Overview

Overview

Andromeda turned the entire Sphere audience into a space fleet—10,000 players using their phones as laser pointers to explore, navigate, and survive together.

From steering through asteroid fields to repairing damaged ships, every challenge required quick coordination and shared focus. Designed to test large-scale interaction at its limits, Andromeda blended mobile input, spatial UI, and crowd behavior into one seamless, cinematic experience.

Tool Stack

Game Objective

Andromeda transformed 10,000 audience members into an interstellar crew. Players were grouped by seating zones into roles—Navigators, Weapons, and Engineers—each with distinct responsibilities and tasks.

Squad Objective

Follow your leader, stay in sync, complete your role. The more coordinated the squad, the higher the squad score.

Individual Objective

Perform your task well, climb the ranks, and earn the chance to lead your team.

How it works

Aim at objects on screen

Tap the red button to shoot(give it a try)

Your phone = your controller

Weather app image
Weather app image
Weather app image
Weather app image
Weather app image
Weather app image
Weather app image

Design Goals

GOAL 1

Seamless Onboarding

How might we onboard 10,000 players—regardless of tech or gaming experience—without slowing down the live experience?

GOAL 2

Managing Split Attention

How might we keep players focused on the main screen while using their phones—without creating confusion or cognitive overload?

Seamless Onboarding

01

Onboarding unfolded within the story, guided by in-world characters like Admiral Carter.

02

A short practice round acclimated players to aiming, firing, and team-based action—before real gameplay began.

Managing Split Attention

The goal was to keep eyes on the Sphere screen. So we designed the interaction to feel like a familiar TV remote—just point and tap. With one thumb on a single button and haptic feedback confirming when locked onto a target, players rarely needed to look down. This reduced cognitive load, improved reaction time, and made gameplay intuitive for all skill levels.

Conclusion

Alpha testing revealed something special: the game didn’t just appeal to traditional gamers—it resonated with anyone craving escape, connection, and a shared sense of wonder. As one participant put it:

"

“I forgot I was in Vegas. I was in another universe with my friends. This’ll go down as one of those unforgettable group moments we’ll talk about for years.”

Audience member, Post Show Interview

While Andromeda was ultimately shelved due to budget and technical constraints, the spark it ignited lives on. With continued interest and evolving capabilities, don’t be surprised if this mission launches again by 2027.

My Role

01

Led end-to-end experience strategy, mapping player flows and behaviors to create intuitive, scalable

02

Implemented UI in Unreal Engine using C++ and Blueprints, collaborating with networking engineers to sync player input and game state across devices.

03

Owned user research from recruitment to insights—studying attention, player agency, and social dynamics in large-scale play