Immersive experience
PIN and
POP
Two players steer a virtual pin with a bare fingertip to pop balloons. Every pop splashes their colour on the wall, so the duel leaves a shared painting behind.

The idea
A controller-free duel at one shared wall. Rivalry turns into a painting both players made.
One projected wall, split into a blue half and a red half
Two friends side by side, plus everyone watching
Raise a finger and the pin follows; touch a balloon to pop it
A playful rivalry that leaves a shared artwork behind
Designed for a festival booth
players. Visitors arrive in pairs
rounds keep the queue moving
things to wear, hold or hand over
line of rules. Play starts in seconds
The growing paint wall and the pop sound pull in a crowd, and the spectators become the next players.
The experience
A round in four moments
Either player holds a pin on START for 1.5 s. A 3-2-1 countdown punches in, then GO! and the carnival music starts.
The balloon swells and bursts into shards, "POP!" punches in and paint drips down the wall.
Score bars fill with every pop while the 60-second timer runs down.
"Time's Up", then the winner's name with confetti, a crown and a glowing side.
How it works
The only controller is a bare hand. Your index fingertip is the pin.
Press C once and OpenCV finds the green mat's four corners, mapping the camera view onto the wall.
The pin follows your fingertip across your half of the wall. A One Euro filter keeps it steady when still and tight when fast.
Hits are checked on the raw finger path between frames, so a fast swipe can't skip past a balloon.
START and PLAY AGAIN fill a ring while you hold your pin on them for 1.5 s. No mouse, no keyboard.
Every pop answers on three senses at once: the burst on the wall, the pop sound and a dip in the music.
Visual language
Glossy party objects on a painter's canvas.
Three moodboards were explored. Two survived, and the game took one idea from each.
Colour
#1A59F2
#EB262E
#F5F0E0
#0D0D12
Type & motion
Condensed bold capitals with a soft shadow, read from across a room. Everything bounces: balloons inflate before they burst, text overshoots and settles.
Sound
Every pop is the loudest thing in the room.
A balloon-burst sample, played the instant a balloon bursts. The reward sound.
An upbeat samba / carnival track that plays from GO! until Time's Up, restarting each round.
No music on the idle and result screens, so the round feels like its own heightened moment.
Process
From one circle to a two-player duel.
Shown at the classroom exhibition on 8 October 2026: projected on a wall, with a phone camera aimed at the green mat, and played by classmates and faculty.
At the exhibition
Kids, friends and visitors jumped in.
Classroom exhibition · 8 October 2026




Projected on a wall, with a phone camera aimed at the green mat. No instructions, no controllers: people raised a hand and started playing.
What I learned
If the pin doesn't follow the hand at once, people walk away.
Inflate, burst, POP!, sound and paint together made one simple action satisfying.
Circles needed explaining. A pin and a balloon did not.