
NULL PROTOCOL
Bring Relaxing Experiences To Users' Spare Time
NULL PROTOCOL
Bring Relaxing Experiences To Users' Spare Time
Null Protocol is an indie mobile game concept centered around fragmented-time usability and tactical decision making. Designed as both a game design and UX case study, the project explores how players interact with high-intensity systems during short engagement sessions, balancing immersion with accessibility for mobile users. The visual direction combines futuristic industrial aesthetics, cinematic UI layering, and high-contrast interface design to create a tense but readable experience.
Null Protocol is an indie mobile game concept centered around fragmented-time usability and tactical decision making. Designed as both a game design and UX case study, the project explores how players interact with high-intensity systems during short engagement sessions, balancing immersion with accessibility for mobile users. The visual direction combines futuristic industrial aesthetics, cinematic UI layering, and high-contrast interface design to create a tense but readable experience.

NULL PROTOCOL
Bring Relaxing Experiences To Users' Spare Time
Null Protocol is an indie mobile game concept centered around fragmented-time usability and tactical decision making. Designed as both a game design and UX case study, the project explores how players interact with high-intensity systems during short engagement sessions, balancing immersion with accessibility for mobile users. The visual direction combines futuristic industrial aesthetics, cinematic UI layering, and high-contrast interface design to create a tense but readable experience.
Discovery
What problems are users experiencing for spare time entertainment?
Discovery
What problems are users experiencing for spare time entertainment?
Abused Pay-to-Win mechanics
Lack of depth and engagement
Stressful session and friction design




SOW
How feasible is this project under limited budget?
SOW
How feasible is this project under limited budget?
Timeline considered Pessimistic, Likely and Optimistic scenarios
Contingency and Risk Management table considered for budget allocation
Industrial-common labor distribution
Market Research
What are the breakpoints we should focus on for competitiveness?
Market Research
What are the breakpoints we should focus on for competitiveness?
Avoid hard-core gameplay
Avoid long session level design
Avoid heavy monetization causing extra pressure




Design
Which features match with our target users' needs?
Design
Which features match with our target users' needs?
Low-friction level and mechanic design
Short-session gameplay for fragmented time usability
One-time and sponsorship against monetization
Engaging user journey for extra depth and retention

Pixel canvas workplace


Unity engine workplace
Development
How should the journey map and features be implemented in the engine?
Development
How should the journey map and features be implemented in the engine?
Pixel Studio for asset creation
Unity engine for main pipeline
Visual Studio Code for C# scripts
TestFlight and App store for deployment and User data collection




Estimated Market Behavior


Promotion Strategy
The product applies influencer-based promotion strategy, and gives credits to mainly first-click events

TECH STACK MAPPING
TECH STACK MAPPING
The Following Tools are Used For Accomplish This Project:
Discovery
What problems are users experiencing for spare time entertainment?
Abused Pay-to-Win mechanics
Lack of depth and engagement
Stressful session and friction design


SOW
How feasible is this project under limited budget?
Timeline considered Pessimistic, Likely and Optimistic scenarios
Contingency and Risk Management table considered for budget allocation
Industrial-common labor distribution
Market Research
What are the breakpoints we should focus on for competitiveness?
Avoid hard-core gameplay
Avoid long session level design
Avoid heavy monetization causing extra pressure


Design
Which features match with our target users' needs?
Low-friction level and mechanic design
Short-session gameplay for fragmented time usability
One-time and sponsorship against monetization
Engaging user journey for extra depth and retention
Pixel canvas workplace

Unity engine workplace
Development
How should the journey map and features be implemented in the engine?
Pixel Studio for asset creation
Unity engine for main pipeline
Visual Studio Code for C# scripts
TestFlight and App store for deployment and User data collection


Estimated Market Behavior

Promotion Strategy
The product applies influencer-based promotion strategy, and gives credits to mainly first-click events

Product
A Demo Room, compatible for both desktop and mobile devices
TECH STACK MAPPING
The Following Tools are Used For Accomplish This Project:



