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Carrier

A music-driven world where sound changes what the player sees and does.

Product conceptInteractionCreative technologyAI-assisted development
Playable Carrier build showing the courier, audio-reactive nodes, tutorial and interface
Playable Carrier PC build · tutorial, built-in track and audio-responsive world
Role
Independent product concept, design and implementation
Format
Playable browser experience and PC build
Status
Working independent project

Context

Carrier grew from an audio visualizer: spatial forms, spheres and node fields already responded to sound. I wanted to find out whether that language could support a game instead of remaining a passive image.

Problem

A visualizer can be beautiful without telling a player what to do. The design task was to make the audio response meaningful to movement, orientation and feedback while keeping the world legible enough to learn.

Role

I shaped the product concept, visual language and interaction, built the playable prototype with AI-assisted development, and designed its onboarding and controls. Carrier is an independent project, not a client commission.

Approach

I kept the visualizer's node-based depth, then connected it to player action. The courier has a clear center; the world supplies spatial cues; the tutorial teaches movement in short steps before the player is asked to navigate freely.

01 / Signal

Audio as material

Rhythm and spectrum affect the world's motion and visual response.

02 / Agency

Playable movement

The player moves through the field instead of only observing it.

03 / Entry

Guided learning

Short training steps introduce the controls and mechanics in context.

Execution

The working build includes a playable world, onboarding, keyboard and mouse controls, built-in music and progress indicators. The separate browser release lets a visitor experience the interaction directly.

Launch Carrier

Opens in a new tab · desktop controls recommended

Outcome

A playable product now demonstrates the transition from audio-reactive visual system to an interactive world. The build proves the concept can be played and taught; I am not claiming commercial traction or validated retention metrics.

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