ALICE BAI / SELECTED WORK

PROJECT 01 / 2026

2026 / AI-ASSISTED PRODUCT DESIGN

Palace
Pursuit

Palace
Pursuit

A multiplayer journey through the Forbidden City

Play Live Game ↗

SCROLL TO EXPLORE ↓

ALICE BAI / SELECTED WORK

PROJECT 01 / 2026

2026 / AI-ASSISTED PRODUCT DESIGN

Palace
Pursuit

A multiplayer journey through the Forbidden City

Play Live Game ↗

SCROLL TO EXPLORE ↓

PROJECT OVERVIEW

Turning Cultural Discovery into a Multiplayer Adventure.

Turning Cultural Discovery into a Multiplayer Adventure.

Turning Cultural Discovery into a Multiplayer Adventure.

An AI-assisted, map-based multiplayer game that transforms exploring the Forbidden City into a shared, interactive experience.

An AI-assisted, map-based multiplayer game that transforms exploring the Forbidden City into a shared, interactive experience.

MY ROLE

Sole Product Designer & AI-Assisted Builder

End-to-end ownership: concept, game mechanics, UX/UI, AI-guided implementation, testing, and deployment.

PROJECT

Handshake

Handshake AI Studio

Multiplayer Game Challenge

YEAR

2026

DELIVERABLE

Live Multiplayer Web Prototype

DISCOVERY / THE BRIEF

Build a multiplayer game that works across devices.

Build a multiplayer game that works across devices.

Build a multiplayer game that works across devices.

The Handshake challenge called for a multiplayer game that worked across mobile and desktop, with two or more players, clear rules, and a live playable experience.

The Handshake challenge called for a multiplayer game that worked across mobile and desktop, with two or more players, clear rules, and a live playable experience.

Handshake AI Studio multiplayer game challenge brief

DISCOVERY / USER NEEDS

Visitors want to understand the Forbidden City, not just see it.

Visitors want to understand the Forbidden City, not just see it.

Visitors want to understand the Forbidden City, not just see it.

“I really want to avoid just walking around looking at cool buildings without actually understanding the history and what’s behind it all.”

“I really want to avoid just walking around looking at cool buildings without actually understanding the history and what’s behind it all.”

Source: Reddit · r/travelchina

“I’m hesitant to hire a guide because I’m not a fan of being herded around and prefer to go at my own pace.”

“I’m hesitant to hire a guide because I’m not a fan of being herded around and prefer to go at my own pace.”

Source: Reddit · r/travelchina

“Its a huge huge area, the size of a small actual city.”

“Its a huge huge area, the size of a small actual city.”

Source: Reddit · r/chinatravel

“If not, every building looks similar.”

“If not, every building looks similar.”

Source: Tripadvisor · Visitor review

Retrospective secondary research · public traveler discussions

DISCOVERY / MY DESIGN HYPOTHESIS

How might we turn the Forbidden City’s landmarks and stories into a multiplayer game?

How might we turn the Forbidden City’s landmarks and stories into a multiplayer game?

How might we turn the Forbidden City’s landmarks and stories into a multiplayer game?

From an open-ended brief to a concrete product direction.

From an open-ended brief to a concrete product direction.

Misty mountain palace exploration route

KEY PRODUCT DECISIONS / 01

Making Multiplayer Simple and Engaging.

Making Multiplayer Simple and Engaging.

Making Multiplayer Simple and Engaging.

TRADE-OFF 01

Collaboration vs. Competition

Collaboration vs. Competition

I explored team-based guessing, where players relied on each other’s descriptions.

I explored team-based guessing, where players relied on each other’s descriptions.

Ultimately, I prioritized independent challenges within a shared competitive match, reducing coordination while preserving multiplayer engagement.

Ultimately, I prioritized independent challenges within a shared competitive match, reducing coordination while preserving multiplayer engagement.

English translated and condensed brainstorming evidence exploring team-based play alternatives

TRADE-OFF 02

Rich Communication vs. Simple Interaction

Rich Communication vs. Simple Interaction

I considered typing, voice, and live communication.

I considered typing, voice, and live communication.

Instead of requiring conversation between players, I chose progressive clues and direct interaction to keep the game focused and easy to join.

Instead of requiring conversation between players, I chose progressive clues and direct interaction to keep the game focused and easy to join.

English translated and condensed brainstorming evidence exploring communication alternatives

FINAL DIRECTION

Independent map-based challenges · Shared countdown · Progressive clues · Competitive scoring

Independent map-based challenges · Shared countdown · Progressive clues · Competitive scoring

KEY PRODUCT DECISIONS / 02

No Prior Knowledge Required.

No Prior Knowledge Required.

No Prior Knowledge Required.

I challenged a fundamental assumption: players might know nothing about the Forbidden City. Requiring them to recognize or describe unfamiliar landmarks would create an unnecessary barrier.

I challenged a fundamental assumption: players might know nothing about the Forbidden City. Requiring them to recognize or describe unfamiliar landmarks would create an unnecessary barrier.

Reconstructed English ChatGPT excerpt exploring the prior knowledge barrier

Prior Knowledge Barrier

From Testing Knowledge to Guided Discovery

From Testing Knowledge to Guided Discovery

Instead of testing existing knowledge, I designed a progressive clue system that reveals easier hints over time, allowing players to discover the answer as they played.

Instead of testing existing knowledge, I designed a progressive clue system that reveals easier hints over time, allowing players to discover the answer as they played.

Clue 1

30 pts

30 pts

Hardest clue

Clue 2

20 pts

20 pts

Easier clue

Clue 3

10 pts

10 pts

Easiest clue

Reconstructed English ChatGPT excerpt exploring accessible progressive clues

Designing for Accessibility

Reconstructed English excerpts from Chinese ChatGPT brainstorming, condensed for clarity.

FINAL DIRECTION

Independent map-based challenges · Shared countdown · Progressive clues · Competitive scoring

Independent map-based challenges · Shared countdown · Progressive clues · Competitive scoring

FINAL GAME WORKFLOW

Defining the Core Gameplay Flow.

Defining the Core Gameplay Flow.

Defining the Core Gameplay Flow.

A lightweight multiplayer flow designed for quick entry, guided discovery, and competitive play.

A lightweight multiplayer flow designed for quick entry, guided discovery, and competitive play.

Palace Pursuit complete multiplayer workflow, from creating or joining a room to final score, with the three-minute match and rules

EXECUTION / EXPERIENCE & VISUAL DIRECTION

Defining the General Visual Direction.

Defining the General Visual Direction.

Defining the General Visual Direction.

I asked AI to explore the game’s interface before coding, then refined the concepts through feedback to reduce distractions, clarify the primary action, and preserve an immersive Forbidden City atmosphere.

I asked AI to explore the game’s interface before coding, then refined the concepts through feedback to reduce distractions, clarify the primary action, and preserve an immersive Forbidden City atmosphere.

INITIAL AI PROPOSAL

Original AI interface proposal, before refinement

Refined through prompt iteration.

Refined through prompt iteration.

The initial concept was visually rich, but competing elements made the primary action harder to identify.

The initial concept was visually rich, but competing elements made the primary action harder to identify.

FINAL DESIGN DIRECTION

Approved Palace Pursuit map interface concept

Final Map View

Final Map View

Approved Palace Pursuit progressive clue interface concept

Final Clue Interaction

Final Clue Interaction

Clearer action hierarchy

Clearer action hierarchy

Lower cognitive load

Lower cognitive load

Immersive Forbidden City atmosphere

Immersive Forbidden City atmosphere

EXECUTION / IMPLEMENTATION PROCESS

AI-Assisted Build and Iteration.

AI-Assisted Build and Iteration.

AI-Assisted Build and Iteration.

After defining the core game direction, I used a loop-and-evolve approach to turn the concept into a playable prototype. ChatGPT generated the implementation, I reviewed the result locally, and then iterated through feedback until the experience felt clear, consistent, and playable.

After defining the core game direction, I used a loop-and-evolve approach to turn the concept into a playable prototype. ChatGPT generated the implementation, I reviewed the result locally, and then iterated through feedback until the experience felt clear, consistent, and playable.

AI-generated build

Local evaluation

Feedback-driven iteration

Loop-and-evolve AI-assisted implementation process

KEY ITERATIONS

From Prototype to a More Polished Experience.

From Prototype to a More Polished Experience.

From Prototype to a More Polished Experience.

Three representative iterations improved onboarding, interaction clarity, and the end-of-game experience.

Three representative iterations improved onboarding, interaction clarity, and the end-of-game experience.

ITERATION 01

Added an Entry Page and Beginner Onboarding.

Added an Entry Page and Beginner Onboarding.

During implementation, I realized the game needed a clear entry point for first-time players. I returned to the exploration conversation to design a landing page with Create / Join Room and a beginner-friendly How to Play walkthrough, then brought the direction back into implementation.

During implementation, I realized the game needed a clear entry point for first-time players. I returned to the exploration conversation to design a landing page with Create / Join Room and a beginner-friendly How to Play walkthrough, then brought the direction back into implementation.

We need a clearer entry page for first-time players. Please add:

  • Create / Join Room entry

  • How to Play guidance

  • Give Feedback section

  • Hero quick links for How to Play and Give Feedback

Understood. I’ll create a beginner-friendly entry flow:

  • Dedicated entry page

  • How to Play below the hero

  • Feedback section

  • Hero links for guidance and feedback

Launched entry page · full-page capture

Launched entry page · full-page capture

Launched entry page · full-page capture

ITERATION 02

Clarified Room Flow and In-Game Interaction Details.

Clarified Room Flow and In-Game Interaction Details.

Local review revealed friction in the room setup and gameplay UI. I refined room-code visibility, copy/share affordances, the host’s Start Match action, question hierarchy, and button alignment to make the experience easier to follow.

Local review revealed friction in the room setup and gameplay UI. I refined room-code visibility, copy/share affordances, the host’s Start Match action, question hierarchy, and button alignment to make the experience easier to follow.

Keep the room code, player list, and Start Match action easy to find.

Center the primary gameplay action and simplify secondary UI text.

Room flow · representative design concept

Room flow · representative design concept

Room flow · representative design concept

In-game refinement · representative design concept

In-game refinement · representative design concept

In-game refinement · representative design concept

ITERATION 03

Added a Celebratory End-of-Game Moment.

Added a Celebratory End-of-Game Moment.

Once the core flow worked, I asked the execution AI to design a lightweight first-place celebration. I reviewed the modal and used it as a transition into the final rankings, without opening another full exploration cycle.

Once the core flow worked, I asked the execution AI to design a lightweight first-place celebration. I reviewed the modal and used it as a transition into the final rankings, without opening another full exploration cycle.

Celebrate first place briefly, then lead players to the rankings.

Winner celebration concept

Winner celebration concept

Winner celebration concept

OUTCOME / LIVE PROTOTYPE

From Concept to a Playable Experience.

From Concept to a Playable Experience.

From Concept to a Playable Experience.

Designed and launched an AI-assisted multiplayer web game that makes discovering the Forbidden City’s landmarks interactive and accessible.

Designed and launched an AI-assisted multiplayer web game that makes discovering the Forbidden City’s landmarks interactive and accessible.

Gameplay Walkthrough — Coming Soon

2–8

2–8

Players

3 min

3 min

Shared countdown

3

3

Progressive clues

Player Feedback

Player Feedback

Priya.S

“I loved discovering the answers through clues without needing prior history knowledge.”

Lucas.A

“The game helped me connect landmarks with their positions on the map.”

Emily.R

“A fun way to explore the Forbidden City with friends.”

REFLECTION / LEARNING

What I Learned from Designing with AI.

What I Learned from Designing with AI.

What I Learned from Designing with AI.

01

Define the right problem

Define the right problem

The biggest value came from identifying what actually needed to be solved — from the game rules and onboarding flow to the moments that would shape player understanding.

The biggest value came from identifying what actually needed to be solved — from the game rules and onboarding flow to the moments that would shape player understanding.

02

Use AI to accelerate execution

Use AI to accelerate execution

AI made it possible to move quickly from concept to prototype, generate interface directions, and turn ideas into a playable experience much faster.

AI made it possible to move quickly from concept to prototype, generate interface directions, and turn ideas into a playable experience much faster.

03

Apply design judgment to shape the experience

Apply design judgment to shape the experience

The most important improvements came from human review: clarifying actions, reducing distraction, refining interaction details, and improving usability through iteration.

The most important improvements came from human review: clarifying actions, reducing distraction, refining interaction details, and improving usability through iteration.

04

Guide the whole process end to end

Guide the whole process end to end

Designing with AI gave me broader control across the workflow — from defining the problem to directing implementation, testing outcomes, and refining the final experience.

Designing with AI gave me broader control across the workflow — from defining the problem to directing implementation, testing outcomes, and refining the final experience.

KEY TAKEAWAY

AI didn’t replace the designer — it expanded the designer’s control across the whole process, from defining the problem to directing execution and refining the experience.

AI didn’t replace the designer — it expanded the designer’s control across the whole process, from defining the problem to directing execution and refining the experience.