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

Product

A Demo Room, compatible for both desktop and mobile devices

Product

A Demo Room, compatible for both desktop and mobile devices

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:

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