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Ever sprinted to a bike station only to find it empty? Or watched helplessly as two packed metros passed without stopping? If you've experienced the frustration of unexpected transport chaos, you're not alone!
These daily struggles became the focus of our first-year Master's graduation project at Gobelins Paris. We created ON TIME—the perfect game to get your revenge on daily commuting hassles. Challenge your friends, adapt to the unexpected, switch up your ride, but above all—don't be the last one left behind!
prototype
Before thinking about aesthetics, interfaces or anything else, we focused on one thing: making the game fun to play.
We tested dozens of rule variations, printed prototypes, and ran multiple play sessions to understand what made people laugh, rage, and come back for more. The goal was to strike the perfect balance between simplicity, replayability, and chaotic strategy.

specifications
After nailing down the core gameplay, we mapped out the main user journey from landing on the home screen to the end of a game.

To stay aligned, assess the workload, and make informed decisions about what was essential for the MVP, we created early wireframes for the entire experience and documented each screen with detailed specifications—interactions, development effort, required assets, copy, and MVP status.