Game demo
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Schrödinger’s Cat – A Thought Experiment in Quantum Mechanics
The thought experiment was proposed in 1935 by Erwin Schrödinger to illustrate the superposition of quantum states.
A cat is placed in a closed box together with a radioactive atom.
The atom has a 50% chance of decaying or not decaying.
If it decays, a mechanism is triggered that kills the cat.
According to the Copenhagen interpretation, the atom (and thus the cat) is in a superposition of states – the cat is both alive and dead at the same time, until someone opens the box and “fixes” its state by observing it.
Significance: The experiment illustrates the paradox of quantum mechanics: particles can exist in multiple states at the same time until they are measured.

Before the box is opened, the cat is in a superposition of being both alive and dead; once the box is opened, the cat assumes a definite state (alive or dead). This concept serves as the core source of inspiration for the game’s mechanics and overall design.
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Game UI & Wireframe
The core goal of the game is to help the player release cats from Schrödinger’s box in different parallel worlds. Each time the box is opened, the cat’s state collapses into either “alive” or “dead”, depending on the random or conditional mechanics defined in the game.
Players tilt their phone to shake the bag inside the box, guiding it as it falls through different universes and triggers events. When a cat survives, a heart icon appears on the screen. By tapping the heart, the player gains energy, which is later used for memory collection.
The game is built around a multi-world structure with six distinct universes. In each universe, the cat has its own unique appearance and way of life – for example, in the skeleton world, the cat eats special “bone cookies”. Before being released, every cat appears in an “unknown state”, represented by a question-mark icon. Only after the player successfully interacts with it does the cat’s true state become visible and its icon is updated. This change is directly linked to the unlock conditions of the collection system.

The core goal of the game is to help the player release cats from Schrödinger’s box in different parallel worlds. Each time the box is opened, the cat’s state collapses into either “alive” or “dead”, depending on the random or conditional mechanics defined in the game.
Players tilt their phone to shake the bag inside the box, guiding it as it falls through different universes and triggers events. When a cat survives, a heart icon appears on the screen. By tapping the heart, the player gains energy, which is later used for memory collection.
The game is built around a multi-world structure with six distinct universes. In each universe, the cat has its own unique appearance and way of life – for example, in the skeleton world, the cat eats special “bone cookies”. Before being released, every cat appears in an “unknown state”, represented by a question-mark icon. Only after the player successfully interacts with it does the cat’s true state become visible and its icon is updated. This change is directly linked to the unlock conditions of the collection system.

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Illustrations




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Sound Sources
Click sound effect for the heart: https://pixabay.com/zh/sound-effects/soft-plop-97691/
Sound effect for the heart rising: https://pixabay.com/zh/sound-effects/touching-the-water-176713/
Click sound effect for buttons / game start sound: https://pixabay.com/zh/sound-effects/greanpatch-166007/
Sound effect for unlocking memories: https://pixabay.com/zh/sound-effects/badge-coin-win-14675/
Background music: https://pixabay.com/music/ambient-meditation-stress-reduction-yoga-and-sleep-127566/
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How I Developed This Game
Prototype design
All core ideas and interface layouts were first explored in Figma, where I created wireflows and interactive prototypes.
Art production 3D models and UI elements such as the box and the bag were modeled in Blender. Illustrations and additional graphic assets were created and refined in Adobe Photoshop.
Audio editing Music and sound effects were primarily sourced from Pixabay. Selected assets were edited and mixed in Adobe Audition.
Game engine & programming The game was developed in Unity. Parts of the programming work were supported by an experienced teammate.
Testing & iteration Throughout development, I continuously tested the game to identify issues and refine the experience. All feedback and bug notes were documented in Figma to support later iterations and improvements.