A physical-meets-digital take on the classic Simon memory game, built as the final project for my Objects class. Pattern, sound, and color turn into a tiny rave you can play with your hands. ← Back to Game Dev
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Simon's Rave reimagines the classic Simon memory game as a small physical object — buttons, lights, and sound recreating the call-and-response pattern you remember from childhood, with a twist that turns the game into a miniature rave the longer you play. It was built as the final for my Objects class, with the goal of taking a piece of familiar digital play and putting it back into the room.
The original Simon is a memory toy: watch a sequence of colors, repeat it back, fail, try again. I wanted to keep that loop but lean into the rhythm of it — what if the longer you played, the more the object started behaving like a tiny dance floor? Lights speed up, sound layers, the room shifts a little.
Designing for a physical object forced choices a screen would let me dodge — every button has a real cost, every cue has to compete with the room. The fun came from those constraints.