Melting Dream

Screen capture of monster at initial spawn.
- Our Objective -
Melting Dream was an JavaScript project developed during my studies at Cal State East Bay as part of the Fall 2024 Semester, created in collaboration with Anna Godfrey and Alan Garcia. The project’s goal was to design an immersive horror-inspired experience that combined digital gameplay with a physical control interface as our project restriction, drawing inspiration from the Five Night's at Freddy's earlier works. Built using the p5.js coding library and a custom MakeyMakey-powered control board, the game placed players in the role of a urban explorer trapped within an abandoned facility, managing aged doors and systems to survive against an encroaching monster. The central objective was to explore how tactile, real-world interaction could heighten immersion and tension in a digital game environment.
- Responsibilities -
My primary roles were in programming and gameplay design, while Alan Garcia took to defining the visual identity, and Anna Godfrey worked on the physical components of the project. There was of course some level of flexibility here as we need to directly collaborate on a task often, with us all continually meeting to keep our direction aligned rather than work in isolation.
- - Integrated the MakeyMakey hardware into p5.js and establish logical mappings with Anna
- - Implemented visual assets such as character/background art and animations from the digital artwork of Alan
- - Design the game loop, scene transitions, and overall system flow to maintain the feeling of tension throughout
- - Contribute to creative direction and prototyping to unify physical and digital components

Our early process involved plenty of sketching and toying with wires.
- The Process -
My work began with early experimentation on how to meaningfully connect physical input to digital response within a browser-based environment. After deciding on our direction as a team, I got to work programming a system that linked MakeyMakey button presses to in-game console interactions—allowing players to open and close doors, operate vents, and monitor environmental systems from their “security terminal.” These tactile inputs replaced standard keyboard controls, encouraging players to engage more physically with our game.
I collaborated closely with Alan Garcia, who created the project’s visual assets, to compile and implement them into the project. Meanwhile, Anna Godfrey designed and fabricated the physical control board, refining its layout and feel through a phases of iteration. Together, we tested wiring set-ups and the limits of the board in terms of durability when left casually to a open class.
A gameplay element that i'm particulary proud of designing, is a late game "scare" to give players one last rush before victory. To sustain immersion and physical engagement, late into the game the monster will return to its initial spawn, and trigger a loud electrical sound as the room of the game darkens. This required players to physically open the board’s casing and “repair” it during gameplay at haste, hitting a button sequence inside based on a prompt on screen, knowing they have no defense if they're slower than monster pathfinding. This interactive twist became a defining feature of the experience, requiring a good amount of effort on all sides of our team but well worth it.

Each button wired to in-game, with this controller opening upon a hinge.
Melting Dream was presented to a class of over twenty-four students as the final project for its course. The resulting experience successfully demonstrated how physical-digital hybrid design—powered by simple JavaScript and p5.js systems—can evoke strong emotional responses and deepen player connection through tangible interaction.
In reflection upon this project, I believe my greatest success in truly integrating the gameboard into the experience was the "electrical fault" event I pitched and coded. Through that, I got to see many scramble hurriedly to "fix" their controls before the monster took advantage. While considering what I could have done better, overall the game stays bit too strictly to the inspiration, only truly straying in its unique events. Making sure to offer more beyond aside from the controller is a lesson I will take.
Github Repo Live Browser Game Link with Alternate Keyboard ControlsCredit for External Resources used in Project
- Primary inspiration owes to early Five Nights At Freddy's, by Scott Cawthorn.
- Sound effects were sourced from freesound_community off Pixabay.
- GitHub Repo Archive partially contains Ana Godfrey's original HTML code to present during course.