Twister Air revolutionizes the iconic party game by shifting the action onto a digital screen. Instead of a physical mat, players wear color-coded bands on their wrists and ankles and interact with AR-based spots displayed through a mobile or tablet app. Featuring upbeat music, energetic visuals, and a points-based scoring system, Twister Air brings people together with stretching, twisting, and laughing—anytime, anywhere.
By leveraging augmented reality technology, the game provides an interactive dance-like experience, making it perfect for parties, family gatherings, or solo workouts. From kids learning coordination to adults seeking a fun challenge, Twister Air aims to redefine the classic board game for the digital age.
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Forget the mat—match your band colors to on-screen spots using your smart device’s camera.
Multiple Modes
Competitive Mode: Competitive or co-op for players in the US market (localized content).Teams: Tackle split-screen matches, forming teams to score the highest.Solo: Practice or push for new personal records without an opponent.
Dynamic Movement & Music
Move, clap, and stretch to the beat. The app tracks your band positions in real-time, awarding points for accurate hits.
Colorful Twister Air Bands
Comes with 8 bright, adjustable bands (4 for wrists, 4 for ankles), ensuring everyone can jump right into the game.
One of the biggest hurdles I faced with Twister Air was building and testing the game’s “level” structure—effectively, the progression of increasing difficulty and musical variety—within an AR environment.
Since the traditional concept of a level doesn’t neatly apply to a fast-paced party game, I had to adapt a level-design workflow typically used for platformers and puzzle games. I experimented with node-based prototypes and spent hours modifying Unity’s scene organization to handle multiple difficulty tiers and track layouts under one project. Whenever I introduced a new difficulty spike, I risked making the app too chaotic or unwieldy, especially when younger players joined in. Through iterative playtesting, I learned to compartmentalize each “level” into distinct challenges (tempo changes, faster spot spawns) that could be toggled on or off, allowing me to fine-tune difficulty without overhauling the entire system.
Simultaneously, I struggled to synchronize music and gameplay, something I had never done before. It wasn’t just about finding catchy tunes—the music needed to line up with players’ moves to maintain immersion and excitement. I collaborated closely with our in-house audio team, learning the fundamentals of beat-matching and experimenting with audio triggers in Unity. For instance, we created a custom script that detected a track’s BPM and spawned colored targets slightly ahead of the beat, so players had just enough time to respond visually and physically. We also built a small test tool—essentially a standalone scene—where I could import new songs, watch the spawn logic in slow motion, and manually adjust offsets if the beat detection wasn’t precise. This detailed, trial-and-error method proved vital: it let us lock in each song’s BPM alignment and create an exhilarating flow. Although time-consuming, it ultimately produced a smoother experience where the music and visuals reinforced each other, showcasing a dynamic, party-friendly AR game that appealed to both casual players and die-hard fans of rhythm-based challenges.
- Unity: Core engine handling AR, scoring mechanics, and cross-platform builds.
- Figma: Prototyping UI/UX flow, from app menus to on-screen prompts.
- Photoshop: Crafting vibrant visuals, branding assets, and in-game graphics.
- In-House Audio Software: Producing dynamic sound effects and energetic music tracks tailored to each game mode.
Twister Air has been fully launched and marketed globally, available on popular app stores with physical packaging (bands + device stand) distributed worldwide.
The game has become one of Amazon’s top-selling toys with estimated 200,000 units sold and $4M in revenue
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Game Designer
Ensured that the AR mechanics, visual style, and overall user journey stayed true to the Twister brand while feeling fresh and modern.
Art Oversight
Collaborated with artists to blend classic Twister aesthetics with lively, contemporary visuals, including playful animations.
Level Design & Audio Integration
Developed AR “levels” and challenges aligned with evolving difficulties, coordinating with the audio team to synchronize music BPM with on-screen events for an immersive gameplay experience.
Playtesting & Balancing
Ran iterative test sessions with diverse age groups, refining difficulty levels, game flow, and the overall fun factor.
Brand & IP Management
Maintained alignment with Hasbro’s guidelines while introducing innovative twists that resonate with today’s digital-savvy audience.
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