Experience Design · Completed · 2024
Mega Pac-Man
A gym-sized arcade game brought to life through choreographed lighting and sound.
My role :
Lighting and sound programming
Context :
Trinity Church youth event
Year :
2024
Status :
Completed live event
Tags :
Experience design, Lighting, Sound, Live events
The Brief
For Trinity Church’s 2024 youth wrap-up, the youth team wanted to bring life-sized arcade games into the building. Mega Pac-Man would be the main event: students playing the characters inside a maze built across the gym.
My job was to help the whole room feel like part of the game.
My Contribution
The physical maze was a team build. I programmed the lighting and sound, planning the ghost-light routes, timing the cues and shaping how each round built towards its finale.
I wanted players to feel the game happening around them, including the parts they couldn’t see beyond the maze walls.
Building the Atmosphere
Black dividers formed the maze, while dark-blue house lighting gave the room the feel of an arcade screen. Players collected glowing orbs for points and prize tickets as four coloured ghosts moved through the space.
I programmed coloured spotlights along planned ghost routes. Haze made the beams visible above the maze, suggesting movement beyond the walls and building anticipation.
Giving the Round a Rhythm
The ghosts entered one at a time. Once all four were in play, the lighting became faster and less predictable as the ghosts moved freely.
In the final ten seconds, the music gave way to Pac-Man’s familiar “waka waka” sound. The lights blinked with the audio and accelerated towards the finish. A final beat, a blackout and the game’s death sound ended the round, followed by a slow return of the house lights.
The sequence gave the experience a clear build, ending and reset.
What Stayed With Me
I loved watching a familiar room become somewhere people wanted to explore.
This project shaped my interest in designing experiences through light and sound. A cue could create anticipation, change the energy or make the end of a round feel unmistakable. The room had become part of the way the game communicated.
More work
Experience Design · Completed · 2024
Mega Pac-Man
A gym-sized arcade game brought to life through choreographed lighting and sound.
My role :
Lighting and sound programming
Context :
Trinity Church youth event
Year :
2024
Status :
Completed live event
Tags :
Experience design, Lighting, Sound, Live events
The Brief
For Trinity Church’s 2024 youth wrap-up, the youth team wanted to bring life-sized arcade games into the building. Mega Pac-Man would be the main event: students playing the characters inside a maze built across the gym.
My job was to help the whole room feel like part of the game.
My Contribution
The physical maze was a team build. I programmed the lighting and sound, planning the ghost-light routes, timing the cues and shaping how each round built towards its finale.
I wanted players to feel the game happening around them, including the parts they couldn’t see beyond the maze walls.
Building the Atmosphere
Black dividers formed the maze, while dark-blue house lighting gave the room the feel of an arcade screen. Players collected glowing orbs for points and prize tickets as four coloured ghosts moved through the space.
I programmed coloured spotlights along planned ghost routes. Haze made the beams visible above the maze, suggesting movement beyond the walls and building anticipation.
Giving the Round a Rhythm
The ghosts entered one at a time. Once all four were in play, the lighting became faster and less predictable as the ghosts moved freely.
In the final ten seconds, the music gave way to Pac-Man’s familiar “waka waka” sound. The lights blinked with the audio and accelerated towards the finish. A final beat, a blackout and the game’s death sound ended the round, followed by a slow return of the house lights.
The sequence gave the experience a clear build, ending and reset.
What Stayed With Me
I loved watching a familiar room become somewhere people wanted to explore.
This project shaped my interest in designing experiences through light and sound. A cue could create anticipation, change the energy or make the end of a round feel unmistakable. The room had become part of the way the game communicated.
More work
Experience Design · Completed · 2024
Mega Pac-Man
A gym-sized arcade game brought to life through choreographed lighting and sound.
My role :
Lighting and sound programming
Context :
Trinity Church youth event
Year :
2024
Status :
Completed live event
Tags :
Experience design, Lighting, Sound, Live events
The Brief
For Trinity Church’s 2024 youth wrap-up, the youth team wanted to bring life-sized arcade games into the building. Mega Pac-Man would be the main event: students playing the characters inside a maze built across the gym.
My job was to help the whole room feel like part of the game.
My Contribution
The physical maze was a team build. I programmed the lighting and sound, planning the ghost-light routes, timing the cues and shaping how each round built towards its finale.
I wanted players to feel the game happening around them, including the parts they couldn’t see beyond the maze walls.
Building the Atmosphere
Black dividers formed the maze, while dark-blue house lighting gave the room the feel of an arcade screen. Players collected glowing orbs for points and prize tickets as four coloured ghosts moved through the space.
I programmed coloured spotlights along planned ghost routes. Haze made the beams visible above the maze, suggesting movement beyond the walls and building anticipation.
Giving the Round a Rhythm
The ghosts entered one at a time. Once all four were in play, the lighting became faster and less predictable as the ghosts moved freely.
In the final ten seconds, the music gave way to Pac-Man’s familiar “waka waka” sound. The lights blinked with the audio and accelerated towards the finish. A final beat, a blackout and the game’s death sound ended the round, followed by a slow return of the house lights.
The sequence gave the experience a clear build, ending and reset.
What Stayed With Me
I loved watching a familiar room become somewhere people wanted to explore.
This project shaped my interest in designing experiences through light and sound. A cue could create anticipation, change the energy or make the end of a round feel unmistakable. The room had become part of the way the game communicated.