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Case Study · Traffic Simulation Game

EYES ON
THE ROAD

A traffic management simulation where players draw paths to guide pedestrians safely across intersections — balancing speed, safety, and score under real-time pressure.

EngineUnity
LanguageC#
PlatformPC / Web
My RoleDesigner & Dev
Team Size3 Members

A Real-World System as a Game

Eyes on the Road started as a simple, almost silly idea — what if you could draw the paths that pedestrians walk across a busy intersection? But as development progressed, it became a genuine simulation of how traffic management actually functions: decisions have consequences, timing matters, and poor choices cost lives.

The core challenge was designing a system where freeform player expression meets the rigid constraints of a real intersection — rewarding creative thinking while punishing carelessness.

Eyes on the Road gameplay

What I Owned

I worked as level and systems designer, while also owning the development of the environment and all pedestrian interaction and behavior systems. I was responsible for the feel and logic of the core gameplay loop from drawing to crossing to consequence.

Scene Layout & Camera — Designed the placement of all objects in scene, including establishing the player's camera point of view.

Path Drawing System — Designed and implemented the freeform path drawing mechanic, the core interaction of the entire game.

Sidewalk Zone Constraints — Created the zone-locking system that keeps pedestrians within realistic movement boundaries.

Pedestrian Behaviors — Developed path-following logic and collision reactions, including knockback and audio feedback on impact.

Penalty & Reward Systems — Implemented the scoring system with point gains for safe crossings and time/point deductions on collisions.

UI Design & Iteration — Built and repeatedly refined the HUD, adjusting placement and color coding for readability after playtesting feedback.

Car Movement System — Controlled and tuned the behavior of vehicles moving through the intersection.

Core Mechanics

✏️
Path Drawing

Players draw freeform paths directly on screen to direct pedestrians across the intersection in real time.

🚶
Pedestrian AI

Pedestrians follow drawn paths, react to collisions with knockback, and respond dynamically to obstacles.

🏙️
Sidewalk Zones

Players lock into a sidewalk zone when drawing to prevent unrealistic cross-zone paths and reduce errors.

🚗
Car System

Vehicles move through the intersection on set patterns, creating real collision risk and time pressure.

🏆
Score & Time

+1 point per safe crossing, with point and time penalties on collisions — creating meaningful stakes per decision.

💥
Collision Feedback

Knockback physics and audio on impact make collisions feel consequential rather than abstract.

Gameplay Showcase

Hover to play
Mechanic

Path Drawing

Players draw freeform paths on screen in real time, directing pedestrians from sidewalk to sidewalk before traffic arrives.

Hover to play
Consequence

Collision & Penalty

When pedestrians are struck by vehicles, knockback physics and audio feedback make the consequence feel immediate and meaningful.

How We Built It

01

Concept & Core Loop

Established the core mechanic early — draw a path, pedestrian follows, car hits or misses — keeping scope tight and testable from day one.

02

Path System Prototype

Built the freeform drawing system first, then layered in zone constraints and point spacing to prevent exploits and messy input.

03

Playtesting Rounds

Ran iterative playtests focused on: is drawing responsive? Are boundaries clear? Do collisions feel impactful? Does scoring feel fair?

04

Polish & Feedback

Applied playtesting feedback to refine UI readability, drawing smoothness, sidewalk clarity, and collision audio/visual response.

Intentional Choices

Freeform Drawing vs Control

Freeform path drawing gives players more agency, but introduced messy paths and unnecessary movement. Constraints like point spacing and directional limits were added to keep input clean.

Expressive — More Complex

Sidewalk Zone Locking

Once a player starts drawing from a sidewalk, they're locked to that zone. This prevents unrealistic paths across multiple zones and protects the simulation's logic — at the cost of some creative freedom.

Less freedom — fewer errors

Reward vs Penalty System

The scoring system gives +1 for safe crossings and deducts both points and time on collisions. The early prototype had confusing UI, so placement and color coding were iterated on heavily across playtesting rounds.

Needed iteration to feel clear

What Changed Through Testing

Before

Sluggish Drawing

Input delay made path drawing feel unresponsive, breaking the real-time feel of guiding pedestrians under pressure.

After

Smoother Input

Reduced delay and improved responsiveness so drawing paths felt immediate and precise under time pressure.

Before

Unclear Boundaries

Players drew across multiple sidewalk zones, creating unrealistic paths and breaking simulation logic without realizing it.

After

Zone Locking

Enforced sidewalk-only drawing and zone locking so players always understood the spatial rules of the intersection.

Before

Unreadable UI

Score, time, and penalty feedback was poorly placed and unlabeled, leaving players confused about what was happening.

After

Color-Coded HUD

Improved placement and color-coded feedback elements so the UI communicated reward and penalty instantly and clearly.

Before

Weightless Collisions

When pedestrians were hit by cars, there was no physical or audio response — the consequence felt abstract and low-stakes.

After

Impactful Feedback

Added knockback physics and collision audio so every impact felt meaningful and reinforced the cost of poor decisions.

Access the Project

🚦

Eyes on the Road — GitHub & itch.io

Browse the full Unity source code on GitHub, or jump straight into the browser-playable build on itch.io — no download required.

What We Delivered

Eyes on the Road shipped as a fully playable browser game with a complete gameplay loop — drawing, crossing, scoring, and consequences — built by a team of 3 and shaped entirely by iterative playtesting and real player feedback.

3
Team members
collaborating
4
Playtesting rounds
driving iteration
3
Major design tradeoffs
resolved through testing
Paths drawn,
lives saved (or not)

What I'd Improve

More complex car behavior — turning vehicles and varied traffic patterns across intersections

Highlighted zones showing incoming traffic lanes so players can make more informed path decisions

Structured difficulty levels that introduce complexity gradually rather than scaling pressure alone

Professional custom UI to replace stock Unity components and improve the overall visual polish

A straight-line only drawing mode as an alternative constraint system for cleaner, more predictable paths

Distracted pedestrian types — phone-walkers who ignore drawn paths and create unpredictable behavior

What This Project Taught Me

"

This project showed how a simple game mechanic can become a representation of a real-world system. What started as a silly, humorous concept developed into a simulation of how traffic actually functions — with real consequences for poor decision making.

One of the biggest takeaways was realizing how much structure lives beneath a simple system. Path drawing, sidewalk zones, and basic loops felt like learning systems that mirrored real-world limitations. That changed my perspective on how a game built for fun can have genuine educational impact — keeping your eyes on the road means something.

Overall, this project reinforced the importance of iteration and feedback, and how even the simplest gameplay can carry real meaning behind it.

Try It Yourself

The game is live and playable in the browser — see how many pedestrians you can get across safely.