A collaborative interactive exhibition where visitors use their hands to pop colorful bubbles and clear the ocean — powered by a Kinect sensor, Unity, and projection.
Under the Ocean is an interactive game and exhibition piece that invites visitors to reach into a projected underwater world and pop colorful bubbles with their hands — clearing the scene one gesture at a time. No controllers, no touchscreens. Just motion.
The installation was part of a collaborative exhibition at Illinois State University in 2018. I designed the underwater background illustration, built the particle effects for the bubbles, and wrote the Kinect integration code that turns visitor movement into gameplay. The result is a playful, embodied experience that bridges illustration, interaction design, and real-time coding.
Video documentation from the exhibition — visitors interacting with the projected ocean, bubbles reacting to hand movement in real time.
The background was sketched first by hand to work out composition — the rhythm of wave lines, the placement of coral and seaweed, the focal starfish — then rebuilt as a layered vector illustration for the final projection.
A hand-drawn pencil study establishing the composition: layered wave lines, a sandy ocean floor, coral and seaweed along the edges, and a starfish anchoring the center.
The vector rebuild — cool blue gradients suggest depth, coral reds and a yellow starfish add warmth, and every element is drawn as a separate layer so particles can animate cleanly on top.
Three components work together to create the experience — a motion sensor reads visitor gestures, a game engine renders the world and handles physics, and a projector displays the result at exhibition scale.
A Kinect depth camera tracks visitors' hands in 3D space, converting their gestures into input coordinates for the game.
Unity renders the illustrated scene, runs the bubble particle system, and handles collision between the tracked hands and the floating bubbles.
A projector displays the game at exhibition scale on a wall or surface, making the experience shared and spatial rather than screen-bound.
As part of the collaborative team, I focused on the visual and interactive systems that shape how visitors experience the piece.
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