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.

© 2026 Dominic Drader

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.

© 2026 Dominic Drader

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.

© 2026 Dominic Drader