

MY ROLE
Game Design & UX Design
TOOLS
Figma
Adobe Photoshop
TEAM
Jenny Zhang(me)
Game & UX Design
Isabel Saccone
UX Design
Bouba Katompa
User Research
Rohan Simha
Development
Lena Trieu
Creative/Art
TIMELINE
Jan 2026
-
Mar 2026
OVERVIEW
We’ve all heard “don’t drink and drive,” but in the moment, it’s not that simple. Final Destination is a decision-based 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. The goal is to let players experience how one decision leads to the next without lecturing.


PROBLEM STATEMENT
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 project 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.

USER RESEARCH · CONSEQUENCES & STATISTICS
We examined the scale and impact of impaired driving (aged 15-20) to better understand its risks.


Fatal Drunk Driving Accidents per Year
Fatal Car Crash Causes
We examined the scale and impact of impaired driving (aged 15-20) to better understand its risks.

USER RESEARCH · INTERVIEWS
We interviewed individuals with a history of impaired driving. Main takeaways include:
Convenience often outweighed safer alternatives
Confidence increased while impaired, leading to increased risk-taking
Awareness alone is ineffective without engaging experiences
Consequences (DUI charges, court processes) created ongoing stress

USER RESEARCH · SECONDARY RESEARCH
We reviewed online discussions, existing campaigns, and prior research to understand broader behavior patterns and effective interventions.
Behavior Patterns (Online Discussions)
Drivers often underestimate their level of impairment
Confidence increases after repeated behavior without consequences
Convenience and perceived control influence decision-making
Existing Solutions

USER RESEARCH · KEY INSIGHTS
Decision-making is influenced by situation and 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
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
Many individuals feel more confident while impaired and underestimate their level of intoxication, leading to riskier
behaviors.
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 on real decision-making.
OPPORTUNITY STATEMENT
There is a gap in preventative education tools that simulate the complexity of drunk driving situations. This project leverages interactive gameplay to model unpredictability, chance, and consequences, encouraging users to make safer decisions through experience rather than instruction.

GAME DESIGN PILLARS
The four principles that shape every decision in the Final Destination
Simulating Impairment
As intoxication increases, impairment is simulated through visual distortion and delayed input, reflecting declining perception and reaction time.
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
Players experience escalating risk through decision-making, where perceived success reflects deferred consequences rather than safety.
First-Person Immersion
A first-person perspective immerses players in realistic environments, making the experience feel immediate and personal.

HOW THE EXPERIENCE WORKS
Players go through four key stages as they immerse into the game to learn important skills while having fun.

DICE & SCENARIO
THE SOCIAL SITUATION
A dice roll generates a random drinking scenario. Beware! In some situations is it difficult to say no to a drink that's offered!

BUFFS & DEBUFFS
THE PERKS & PUNISHMENTS
Will you be rewarded or punished based on the decisions you made tonight? How difficult will the drive home be?

DRIVE
THE SIMULATION
You drive from a first-person view while simulated impairment intensified based on your choices. You may skip this drive if you can find another way home…

CONSEQUENCES
THE OUTCOME
Maybe you crashed, got pulled over, or made it home safely. But if you were drinking and driving, there are consequences waiting…

GAME DESIGN PILLARS
The four principles that shape every decision in the Final Destination
Simulating Impairment
As intoxication increases, impairment is simulated through visual distortion and delayed input, reflecting declining perception and reaction time.
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
Players experience escalating risk through decision-making, where perceived success reflects deferred consequences rather than safety.
First-Person Immersion
A first-person perspective immerses players in realistic environments, making the experience feel immediate and personal.
