Overview

Impaired driving remains a leading cause of death and serious injury for young drivers in the US.

This often occurs after social situations where convenience and confidence feel more important than safety. This video game is aimed at adolescents who may already “know” the risks but never encountered the legal, social, and safety consequences in a single, connected chain of choices.

Final Destination is a decision-based video game set after a night out: you decide how to get home, and each option branches into new situations. Some choices feel small until their effects compound. Our team wanted to explore: How might we let players experience the negative rippling effects of driving under the influence without lecturing?

My Roles

Game Design: UX Design, Story Wireframes/Prototypes, Research Synthesis

Teammates

Isabel Saccone
UX Design

Bouba Katompa
User Research

Rohan Simha
Development

Lena Trieu
Visual Design

Tools

Figma

Adobe Photoshop

Timeline

Jan 2026 - Mar 2026
(10 weeks)

Process

Designing for Impactful Play

We followed a design thinking approach throughout the game design process. Insights from user research guided our decisions, while systems thinking helped us continuously iterate to create an experience that is fun, meaningful, and impactful.

Empathize

Understanding People with a History of Impaired Driving

To create an experience that prevents impaired driving, we did some research to understand why it happens and the real-life consequences people deal with afterwards.

Participants described how consequences like DUI charges and court processes created lasting stress, yet awareness of these risks alone was not enough to change behavior. Many reported increased confidence while impaired, leading to greater risk-taking, and in the moment, convenience often outweighed safer alternatives. Insights from online discussions on Reddit reinforced these patterns, showing that drivers often underestimate their level of impairment, develop a false sense of control after repeated behavior without consequences, and prioritize convenience when making decisions.

Define

Bridging the Gap Between Awareness and Action

Current solutions reveal a gap between awareness and action. Existing tools are either expensive or focus only on driving, missing the broader decision-making process. At the same time, interviews and online discussions showed that people often underestimate impairment, gain confidence over time, and prioritize convenience. Together, these findings shaped our key research insights, highlighting the need for accessible, preventative tools that reflect real-world complexity and encourage safer decisions through experience.


Click to view more info.

Decisions are influenced by situation & convenience

Decisions are influenced by situation & convenience

Driving under the influence often occurs in familiar social contexts (parties, late nights) where convenience outweigh safer alternatives.

Lack of immediate consequences leads to repeated risky behavior

Lack of immediate consequences leads to repeated risky behavior

Repeated experiences without negative outcomes create a false sense of safety, making individuals believe they are unlikely to face consequences.

Perceived control during intoxication leads to increased risk-taking

Perceived control during intoxication leads to increased risk-taking

Many individuals feel more confident while impaired and underestimate their level of intoxication, leading to riskier behaviors.

Awareness alone is ineffective without engaging experiences

Awareness alone is ineffective without engaging experiences

Although many understand the risks of drunk driving, traditional education methods often feel preachy or unengaging, reducing their impact.

Ideate

Defining a Core Gameloop

We explored and defined the core gameloop and game pillars before deciding on specifics, to ensure the experience was aligned with our goals.

Changing the Core Loop

During early concept design, we expanded the core loop to something more than a endless driving simulator. This gave our game a chance to stand out amongst current drunk driving awareness games focused on the simulation of intoxication behind the wheel. The randomness of intoxication at each driving checkpoint became the "Dice" portion to better show how situation and social pressure may seem random when chances to drive intoxicated occurs.

Game Design Pillars

The four principles that shape every decision in the Final Destination

Simulating Impairment

Simulating Impairment

As intoxication increases, impairment is simulated through visual distortion and delayed input, reflecting declining perception and reaction time.

Consequence Awareness

Consequence Awareness

Consequences for any act of driving under the influence create emotional impact through crashes, police encounters, death/injury, and reputational damage.

Risk vs Reward

Risk vs Reward

Players experience escalating risk through decision-making, where perceived success reflects deferred consequences rather than safety.

First-Person Immersion

First-Person Immersion

A first-person perspective immerses players in realistic environments, making the experience feel immediate and personal.

Prototype

Designing an Immersive Experience

Each iteration focused on creating building an immersive experience that follows our core game pillars.

Initial Wireframes created in Figma based on the Core Gameloop

User

Testing

Gaining Valuable Feedback From Playtesting

There were 2 key improvements we implemented after receiving valuable insight from playtesting.

  1. Improvement of Scenario Branching

Originally a one-way decision, playtesting revealed that players felt forced to choose only one option. In the updated version, we added additional feedback text for locked alternative path to make the decision feel more intentional. This helped frame the moment more like part of the story, while also reinforcing that safer choices are something the player has to work toward and consciously unlock.

Before - click to flip

Before - click to flip

After - click to flip

After - click to flip

  1. Creating Incentives for Players

Originally, we imagined this screen as a garden representing the player's relationship with different aspects of their life including family, friends, career, and academics. Playtesting revealed that users found the garden largely disconnected from the rest of the game, so this shifted a buffs/debuffs section, while allowing us to communicate the consequences and rewards of certain player actions.

Before - click to flip

Before - click to flip

After - click to flip

After - click to flip

Visual

Design

Crafting the Visual System

A video game’s visual design directly shapes how players experience and engage with it. Strong visuals support immersion, guide attention, and influence whether players stay invested or lose interest. We began by building a mood board to explore tone, references, and atmosphere, then translated those ideas into a cohesive visual system that informs the overall look and feel of the game.

Initial Mood Board

final visual system shown below in the showcase!

Showcase

Building a Better Experience for Students

After many iterations, we arrived at Final Destination. While there is still room to grow, we are proud to present the final visual system along with demo videos for each feature. You can explore the demos through the tabs below.

The Gameplay Loop

click on each tab to view the demos for each portion of the game!

The Cycle

Dice & Scenario

Buffs/Debuffs

Drive Home

Consequences

The Gameplay Loop

Players start with the Dice & Scenarios phase, and continues the loop as they keep playing. The various different scenarios that branch into a storyline, there is a different lesson in each and every loop!

Reflections

Lessons Learned: Designing with a Unique Medium

Designing a game instead of a traditional medium challenged me to rethink what users actually need, rather than what I assumed they needed.

Designing for Uncertainty

Uncertainty can shape how users explore decisions, encouraging learning through outcomes instead of relying on a single “correct” path

Show, Don’t Tell

Users internalize information more meaningfully when they experience outcomes themselves rather than being directly instructed

Balancing Engagement with Sensitivity

The way something is presented can completely change how it’s received, especially with serious topics

From Concept to System

Abstract ideas gain clarity when they are turned into tangible, interactive experiences

Next Steps

Further playtesting will guide refinements to the driving segment, focusing on clarity in decision-making and how users interpret consequences. Continued development will expand scenarios and deepen outcome systems to strengthen the overall experience.

Made by Jenny Zhang