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Pickleball

A rally needs readable timing, not a crowded court.

A playable sports foundation built around shot timing, responsive court movement and personalized athletes.

  • Unity / C#
  • URP
  • Gameplay systems
  • Procedural posing
My role
Game design & development
Focus
Unity / C# · URP · Gameplay systems · Procedural posing
Project status
In development
Period
2026
Pickleball: Promotional cover artwork
Promotional cover artwork

01 / Pickleball

The challenge

Connect avatar customization to a readable, touch-controlled sports loop with believable paddle contact and shot feedback.

Pickleball: Actual local development capture
Actual local development capture

Reading the problem / Pickleball

Readable timing comes before a crowded interface.

The sports foundation combines shot timing, responsive court movement and personalized athletes.

Source materialProject visuals

Actual local development capture

Constraint to preserveChoose an athlete

The project is in development. Athlete personalization, court movement and shot timing are presented as a playable foundation.

The design questionInput & feedback

How can timing, movement and feedback make a sports prototype understandable on mobile?

Evidence: the project account and the attributed artifacts on this page. Process drawings and interaction studies are reconstructed explanations; numerical research or business results are included only where separately supported.

02 / Pickleball

The approach

The Unity foundation connects a customization front end to a generated court scene, URP rendering, a mobile HUD and C# match logic. Gameplay validation covers movement, rallies, shot types, camera switching, scoring and restart.

03 / Pickleball

My contribution

  • Serve, drive, dink and lob interactions, buffered shot input and scoring to 11.
  • Court movement, training-opponent behavior, pause, results and match restart flows.
  • First- and third-person camera switching with avatar and paddle visibility rules.
  • Procedural athletic stance, arm posing, finger grip and shot follow-through; Blender court and equipment workflows.

The process / Pickleball

A direction.
A way to build it.

The in-development sports loop makes position, timing and rally feedback understandable together.

A schematic of sequence and overlap, not a dated project schedule.

01

Separate preparation from play

Identify which athlete choices belong before entering the court.

02

Frame the timing interaction

Connect court movement, shot timing and the feedback needed to interpret the point.

03

Explore a playable rally

Build and inspect the Unity foundation with the relevant athlete and gameplay systems.

04

Refine point feedback

Review how a miss or completed rally prepares the player for the next exchange.

01 / The journey

How can timing, movement and feedback make a sports prototype understandable on mobile?

The playable foundation moves from athlete choice into court movement, shot timing and rally feedback. The interesting interaction is the relationship between position and timing: the result should help a player understand what happened without interrupting the next exchange.

Journey map / Pickleball

See the whole task in context.

Choose a step to connect the person’s intent with the interface and the design decision.

01020304
Current intent
Choose an athlete

The project is in development. Athlete personalization, court movement and shot timing are presented as a playable foundation.

Interface context
Athlete selection
Review question
What feedback distinguishes shot timing from a positioning mistake?

Representative task sequence and recovery path, not a measured emotional curve or historical research map.

Behind the experience

A playable moment needs a connected system.

For Pickleball, this map connects “Choose an athlete” to “Review the rally”. Read across to follow the task, then select a layer to inspect the interface, design and delivery references behind it.

Pickleball / Task, interface and delivery dependencies
LayerChoose an athleteEnter the courtTime a shotReview the rally
The taskChoose an athleteEnter the courtTime a shotReview the rally
Visible interfaceAthlete selectionAthlete selectionCourt & timingRally feedback
Design checkpointThe project is in development. Athlete personalization, court movement and shot timing are presented as a playable foundation.Give athlete choices their own preparation space.Keep shot timing and court movement readable together.Resolve the point before preparing the next rally.
Implementation referenceIdentify which athlete choices belong before entering the court.Connect court movement, shot timing and the feedback needed to interpret the point.Build and inspect the Unity foundation with the relevant athlete and gameplay systems.Review how a miss or completed rally prepares the player for the next exchange.
RecoveryMissed shot → explain the point state → prepare the next rally

A reconstructed delivery map: the implementation row summarizes design-process dependencies, rather than claiming to document the original backend architecture.

Design exploration / Pickleball

Prioritize the rally and immediate feedback.

Reconstructed comparison of design approaches. These are review studies, not a claim that both directions were historically tested or shipped.

What this direction changes

Prioritize the rally and immediate feedback

Keeps the play area legible while deeper configuration stays outside the rally.

02 / Structure & behavior

Keep setup choices out of the active rally.

The reconstruction separates athlete selection from the court and point feedback. Personalization can be considered before play, while the court view gives movement and timing room to communicate. The result state should prepare the next rally rather than repeat the entire setup.

Wireframe reconstruction / Pickleball
01 / Athlete selection
Athlete selection
←Enter the court→
Enter the court

Give athlete choices their own preparation space.

02 / Court & timing
Court & timing
←Time a shot→
Time a shot

Keep shot timing and court movement readable together.

03 / Rally feedback
Rally feedback
←Review the rally→
Review the rally

Resolve the point before preparing the next rally.

Try the interaction

Pickleball / Control & feedback study

Reconstructed prototype
Pickleball01 / 03

View 01

Athlete selection

Give athlete choices their own preparation space.

◈

Illustrative input-to-feedback relationship, not a simulation of the game’s physics.

Starting context

Choose an athlete

A local interaction study explaining the design principle. It does not submit data, operate the original product or reproduce an unverified historical prototype.
03 / Typography & guidelines

Score and timing cues serve different moments.

Keep player identity, score and timing feedback distinct. Critical match information must remain legible over the court.

Illustrative type-role specimenPickleball

Choose an athlete.
Review the rally.

HeadingCourt & timing24 / 30 px · regular
BodyHow can timing, movement and feedback make a sports prototype understandable on mobile?16 / 26 px · regular
LabelReview the rally12 / 18 px · regular
StateMissed shot → explain the point state → prepare the next rally12 / 18 px · regular

Portfolio-font hierarchy illustration; the source does not establish the exact client font or token scale.

04 / Discussion & decisions

Explain the miss without over-explaining the sport.

Discussion 01

What feedback distinguishes shot timing from a positioning mistake?

A poorly timed shot and poor court position can feel similar without clear feedback. The design question is how to make the relevant cause understandable while preserving the pace of the rally.

Discussion 02

Which customization controls matter before play and which should stay out of the match interface?

Athlete customization should not occupy the same attention as active match information. Its place in the journey affects how focused the court view can remain.

05 / Handoff & maintenance

Connect interface feedback to the gameplay state.

This in-development Unity project combines shot timing, court movement and athlete systems. Handoff references should identify what the player did, which rally state follows and which feedback should appear, rather than treating the overlay as a separate graphic exercise.

For an agent-assisted iteration, define one timing or feedback behavior and inspect it in play. A useful change should remain legible alongside movement and score, not only in an isolated interface preview.

Pickleball is shown as a playable foundation in development, with no completed release or measured player outcome implied.

Accessibility & standards

Access belongs in the design.

For Pickleball, carry accessibility requirements from the core user journey into component states, prototypes and engineering acceptance criteria.

WCAG 2.2 AA · EN 301 549 · APCA · WAI-ARIA · Platform guidance

Keep controls and feedback understandable

Review control discovery, remapping or alternative inputs, HUD scale and redundant visual/audio cues. Explain failure and recovery without relying on color alone.

Protect readability and motion comfort

Assess menus and HUD against relevant WCAG 2.2 AA criteria; use APCA as an additional text-readability tool. Plan reduced camera motion and non-flashing feedback.

Evaluate the playable experience separately

Use native platform accessibility guidance and player testing for gameplay. A readable menu does not establish accessibility of every mechanic, input method or device.

Review scope & standards references

These are design references and review priorities, not a claim that this historical project passed a WCAG audit. Record criterion-level evidence, assistive-technology and device results, unresolved issues and retest outcomes before making a conformance statement.

APCA supplements the WCAG 2.2 contrast checks; it does not replace them. WCAG 3 remains a draft. EN 301 549 v4.1.1 is the latest published edition checked on 6 November 2026; its publication and its formal EU legal citation are separate matters. Confirm the applicable procurement or legal baseline with the client.

Outcomes & scope

What the work delivers.

  • Playable development project. Advanced AI, networking, progression and authored motion-capture animation remain future work. No public release or device-performance benchmark is claimed.

Results are described within the documented project scope. Illustrative studies are identified separately from original project artifacts.

Review & next iteration

What needs to hold up in use.

Use these questions to review Pickleball against the behavior the design is intended to support.

  1. 01

    Can a player distinguish a timing issue from a positioning issue?

  2. 02

    Does the next rally start from an understandable state?

Project-specific acceptance questions for a future review, not reported usability-test results.

Reflection / Pickleball

What I’d carry forward.

The next rally depends on understanding the previous shot. Timing, movement and feedback need to develop together as this sports foundation continues through development.

Next projectBottle King