Special Topics Module 1

Research & Activity Documentation

Keegan Honore

Project 1


Module 1( 3d Sand Box)

This project reimagines what a puzzle game can feel like by mixing the strategy of poker with the simple, addictive flow of match‑style gameplay. The aim is to build a playful 3D card world that feels smooth, tactile, and satisfying every time you interact with it. With Spline shaping the three‑dimensional cards and Figma bringing the interface to life, the design leans into a clean, minimalist look so the movement, choices, and reactions on the board take center stage. Players are encouraged to experiment as they build poker hands on a shifting grid, earning points through clever moves, surprising combos, and evolving patterns. By blending familiar mechanics with a fresh visual style, the game becomes something approachable yet strategic easy to pick up, but rewarding to master.


Activity 1

This is where I researched examples with the same concept of my game.

Research Image 1 Research Image 2 Research Image 3

Activity 2

This is where I brought the concept to life with the help of AI Images.

Concept Image 1 Concept Image 2 Concept Image 3

Workshop 1

Testing ou Unity Game Developer

Workshop 1 Image 1 Workshop 1 Image 2 Workshop 1 Image 3

Action Research

I played about with unity the game development software to see if it would be useful to build my game mechanics. I used 


Workshop 2

VR and AR Testing

Workshop 2 Image 1 Workshop 2 Image 2

VR and AR Experience(Observation)

Testing out VR and AR headsets with classmates to help desicde project tools and direction.


Project 1


Project Concept

It’s a 3D puzzle game where players match playing cards on a floating grid to create poker hands. Each move flips, slides, or rearranges glossy 3D cards, triggering points, combos, and special effects. A friendly mascot guides the player as they build hands like straights, flushes, and full houses. The game blends the relaxing flow of match‑3 puzzles with the strategy of poker, all wrapped in a warm, minimalist visual style. It’s easy to pick up, satisfying to play, and full of clever moments.

Project 1 Concept

Testing Action Research

This is me playing with different softwares to bring my Idea to life choosing the best path for design and development.

Action Research Image 1 Action Reserach Image 2 Action Research Image 3

Research Reflection

I came into this project with a personal connection to the idea. I’m a sports bettor, and I wanted to learn poker in a way that actually felt fun instead of overwhelming. That’s how I ended up playing Balatro, a game where you build poker hands and earn points with different power‑ups. It taught me the basics of poker without feeling like studying, and that experience stuck with me. For this project, I wanted to recreate that same feeling something playful, approachable, and rewarding but in a structure closer to Candy Crush, where learning the game happens naturally through the puzzle mechanics.
The biggest challenge for me is going to be the scripting side: getting the game mechanics working and figuring out how to combine 3D and 2D elements into a functional prototype. I know what I want the game to feel like, but turning that into actual code is going to take time and experimentation. During peer reviews, people encouraged me to choose my software early and start with the mechanics before worrying about visuals. Spline was suggested as a tool for the 3D elements, and I was also shown how 2D shapes can be molded into 3D forms, which might make implementation easier.
Now I’m looking forward to starting my action research and finding practical ways to bring all these ideas together. I feel clearer about my direction, and I’m excited to see how the concept grows once I start building the foundation.

I came into this project with a personal connection to the idea. I’m a sports bettor, and I wanted to learn poker in a way that actually felt fun instead of overwhelming. That’s how I ended up playing Balatro, a game where you build poker hands and earn points with different power‑ups. It taught me the basics of poker without feeling like studying, and that experience stuck with me. For this project, I wanted to recreate that same feeling something playful, approachable, and rewarding but in a structure closer to Candy Crush, where learning the game happens naturally through the puzzle mechanics.
The biggest challenge for me is going to be the scripting side: getting the game mechanics working and figuring out how to combine 3D and 2D elements into a functional prototype. I know what I want the game to feel like, but turning that into actual code is going to take time and experimentation. During peer reviews, people encouraged me to choose my software early and start with the mechanics before worrying about visuals. Spline was suggested as a tool for the 3D elements, and I was also shown how 2D shapes can be molded into 3D forms, which might make implementation easier.
Now I’m looking forward to starting my action research and finding practical ways to bring all these ideas together. I feel clearer about my direction, and I’m excited to see how the concept grows once I start building the foundation.


Next Steps

Now that I’m ready to begin my action research, I feel much more confident about the direction of the project. I finally have a clearer sense of what needs to happen first instead of trying to tackle everything at once. My next steps are all about building a strong foundation: locking down the core mechanics, creating a very simple 2D prototype, and making sure the basic gameplay loop actually works before I add anything else. Starting in 2D will help me test ideas quickly without getting overwhelmed by visuals or animations. Once the prototype feels solid and the mechanics make sense, I can slowly start layering in the 3D elements using Spline, shaping the card interactions and overall look of the game. Breaking it down this way makes the whole process feel much more manageable. I’m genuinely excited to move from planning into building, and I’m looking forward to watching the concept evolve as I test, adjust, and learn through hands‑on experimentation.


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