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

Campaigns are most effective when they are relatable and emotionally engaging ->

Simulations and games are effective through experiential learning rather than direct instruction ->

Existing physical simulators are very expensive ->

Current awareness games on the market only focus on simulating the experience of driving behind the wheel

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…


12/07/24

12/07/24

Nice to meet you ♡

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.