MPG

Note: the alpha version of MPG is now available for download on both iPhone and Android! Find the downloads here.
Project Summary
MPG is a fast-paced, quirky party game for smartphones. Players play through a series of quirky minigames that try to trick you and require you to be on your toes at all times. Between each minigame, players have to "ready up" by putting their phone flat on the table. After a short countdown, the players have to race to complete a random minigame.
MPG was built upon two fundamental ideas: making people use their smartphones in unexpected ways, and using smartphones to bring people together instead of isolating them.
My Contribution
As the main designer and sole developer for MPG, I came up with most of the gameplay ideas and developed all of the code.
Some of my most notable contributions include:
- Created a multiplayer experience using Unity Relay and Unity Lobby alongside Netcode for GameObjects.
- Designed 5 initial minigames that creatively utilize each smartphone's sensors and keep players on their toes.
- Developed a minigame that utilizes a live weather API to have players guess the actual current temperature in another country.
Accomplishments
I would call this the most successful project I have contributed to, because it clearly has the potential to accomplish both of its fundamental goals.
At NextNOW Fest 2025, I saw the power of users doing something collaborative on their phones instead of scrolling, and one group of friends told me they would like to have the app to play after having their weekly group dinner. When one player messed up a minigame, another player who did the same would share their pain, while the rest of the table would tease them. If someone couldn't understand a minigame, the player next to them was able to explain it. Overall, it was great to see a lot of interesting group dynamics, and I also felt that the game created common ground between me and the strangers who were demoing it with me.
Additionally, I saw the power of using the device's sensors. Because each player had to place their phone down between minigames, they would race to start and complete each minigame, sometimes leading to mistakes or getting penalties from trying to start early. The "shake your device" minigame was very fun to play and watch, because some users are more nervous about shaking the device while others go all out.
Shortcomings
As of writing, the main shortcoming of the app is reliability. In a demo setting, the app performs very strongly, but behind the scenes the multiplayer connection is fragile and as soon as a player disconnects, things start breaking.
Another shortcoming was the "Combination Lock" minigame, which players often struggled to understand because the instructions weren't clear enough.
What I Learned
This project taught me a lot, and changed my perspective on the types of projects I want to make going forward. Seeing people come together and enjoy playing this experience with both friends and strangers really showed me the value of bringing users together.
On the technical side, this was my first time working with multiplayer, and I learned a lot about how multiplayer and networking works and what it takes to make multiplayer experiences reliable.
Future Goals
In the future, I hope to continue working on this app and eventually sell it. First, I would like to make it more reliable so that it is viable for consumers outside of a demo setting. Additionally, I would like to create many more minigames, so that the game has as much replayability as possible.