Mixed-reality experience design · Rebuilt for the web in 2026
A classic pinball, rethought for a screen and a phone.
Dreamball is an exercise in mixed-reality interaction: the computer is the table and the phone is the controller, for short, low-effort play. In 2026 I rebuilt it for the web with AI coding tools; you can play it at the end of this page.
- Problem
- Adapt classic pinball to a digital medium in a way that uses it, instead of copying the physical table.
- My role
- Designer. Built the playable prototype in Processing; UI in Figma.
- What I did
- Defined the experience, ran a competitive analysis, designed the game system and its visuals, and built a playable prototype.
- Outcome
- A working prototype, later used as a teaching example in a faculty open educational resource on experience and game design.
The idea
Dreamball is an interaction exercise: take classic pinball and rethink it for two screens at once. Instead of copying the physical table, it uses the medium: the computer is the screen and a phone is the controller, a small mixed-reality setup.
It was designed for entertaining moments, so the bar was a low cognitive load: one simple objective, few tasks, and visuals attractive enough to hold a casual player.

How it plays
The design ran on six rules.






The 2026 web version keeps these rules on its first level, with one change: at most six balls are on the table at once. It also adds two levels, Dusk at 50 points and Nebula at 150. Each one drops balls and targets faster, makes gravity heavier and changes how the center ring spins. On Nebula, star points appear from two balls and are worth +15.
How I worked
I worked in three stages, from research to a playable build. The prototype was built in Processing, with the interface designed in Figma.
Research and definition
- Experience definition
- Benchmarking analysis
- Information architecture
Design
- Design concept
- Components
- Typography
- Color
- Wireframes and prototype
Build
- Coding
- Testing
Competitive analysis
Before designing anything, I studied how four casual games handle interaction.
Alto's Odyssey

An endless snowboarding game. You touch the screen to jump and do stunts, the scenery keeps evolving, and the design is captivating.
Peggle

A 2D puzzle and shooting game. You aim and shoot with the mouse, the score depends on hits and balls used, and you win by clearing the orange targets. The screen never changes.
Angry Birds

A 2D strategy and shooting game. You aim and shoot with the mouse or by touch, earn up to three stars based on shots and birds used, and win by clearing every pig. The scenery changes from level to level.
Jetpack Joyride

An endless run with jetpack flight and shooting. You touch and hold to fly, obstacles and speed make it harder over time, and points come from survival time and coins.
Then I compared them feature by feature.
| Feature | Peggle | Alto's Odyssey | Angry Birds | Jetpack Joyride |
|---|---|---|---|---|
| Simple controls | ✓ | ✓ | ✓ | ✓ |
| Shooting dynamics | ✓ | ✓ | ✓ | |
| Shot direction preview | ✓ | ✓ | ||
| Static scenarios | ✓ | ✓ | ||
| Moving background effects | ✓ | ✓ | ✓ | |
| Limited ammo | ✓ | ✓ | ||
| Special powers | ✓ | ✓ | ✓ | ✓ |
| Levels | ✓ | ✓ | ✓ | ✓ |
| Scenario variety | ✓ | ✓ | ✓ | ✓ |
What the analysis pointed to
The comparison pointed to three things that keep a casual player engaged:
- Feedback on the ball's direction before the shot, to give the player context.
- Objects with special powers that change the dynamics during play, to create interest.
- Variety in difficulty through levels with different challenges, to keep players engaged and motivated over longer play.
The 2021 design delivered the second: star points are the special object. They appear only while three or more balls are in play, a reward for keeping more balls alive.
The 2026 web version adds the third: three levels, each with its own challenge. Levels arrived in 2026 because the 2021 version was a proof of concept, and rebuilding it with AI coding tools made them possible. There is still no aim preview, because the flippers hit the ball and there is no shot to aim.
Visual direction
The aesthetic set four rules:
- Subtle lighting.
- Monochromatic or analog palettes, with pastel colors.
- Noise, and offsets with slight contrasts, for a sense of depth.
- Simple sans-serif typefaces.
The palette, sampled from the Figma file:
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The 2021 design used three typefaces: Chaney, Brandon Grotesque and TT Firs Neue. The 2026 web version sets its text in Poppins, an open-license typeface close to TT Firs Neue.
Components
The game has five components, deliberately few.
Ball
The main character, controlled with the flippers to hit targets and raise the score.
Points
Basic targets that add +5 to the score.
Star points
Special targets worth +10, appearing only when 3 or more balls are in play, as a reward.
Flippers
Controlled by the player to direct and propel the ball.
Boundaries
The arena's limits. They act as obstacles and do not change the score.
The screens




The phone is the controller: a menu to start, then one button for each flipper.


Play it
Play on a computerKeyboard: ← and →. Phone: tap each half of the table.Play in a new tab (opens in a new tab)




