Slot Game Prototype and AI Tool
Created a functional slot game prototype, game design document, math-to emotion data visualization, and an AI tool
Date: May 2026
Skills: Data Visualization, Winsurf/Devin AI, Claude, Chat GPT, Google Sheet, HTML, CSS, Miro
Contributions:
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Created an original Game Design Document and a functional and playable prototype for a 3-reel slot game
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Created a math-to-emotion data visualization using heart rate to game beats/events
- Created a reusable markdown file that could be used with coding AI Large Language Models to create a standardized slot game simulator and data visualizer.

Random Stackable Wilds as Bonus Feature
Random stackable wilds as a special symbol create a lasting sense of anticipation, extending excitement even after the reel stops through variable reward scheduling and near-miss effects that encourage continued play.
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These mechanics improve player engagement and retention as the rhythm and timing of when players see the result of their spin changes on a chance basis when random wilds trigger.
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When the random wilds trigger on the display, it always creates a near miss effect to the players as all the board positions feels like an equal and close chance from each other due to the small 3x3 display of the slot. The chance of random wilds appearing becomes the chance the player experiences the near miss effect during the gameplay, which becomes an easily controllable factor to enforce operant conditioning to players.

Math-to-Emotion Data Visualization
Standard data visualization shows numbers and patterns, but don't show the player emotion associated with them. I created a new way of showing player retention data by incorporating heart rate and remaining money % during a session.
- Reasoning: I wanted to show the player's expected emotion as some kind of numeric value to make trends or comparison with other values easier. I showed the remaining percent of initial money in the session timeline to show how jackpots or big losses can affect the emotional state and how events could have different effects on the player's emotional state depending on their current bankroll.
- I color coded different math events to make it easier to spot when consecutive events occur back-to-back, which would affect player emotion differently than when event happen in isolation.
- Compared to the traditional pay distribution histogram, this graph shifts the focus to the effect of the math events rather than just frequency of the events. By showing how each event rises or stabilizes a
player's heart rate, it helps to demonstrate when the player is the most engaged or focused and what circumstances led to each emotional state the player went through. Rather than results, this graph
shows the player’s emotional journey and process during the session, which would help to provide insights and trends on player engagement and retention.
Reusable AI Tool
An AI prompt that generates code for slot game simulation and math-to-emotion visualization.
Graph comparing median and aggregate heart rate deviation to remaining money
Heart rate distribution and emotion prediction for different points in a session
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This tool makes my math-to-emotion graph more practical for real-world development. While testing my own slot game, I experienced firsthand how important it is to have a simulator that not only calculates the math, but also provides intuitive visualizations for rapid prototyping and iteration.
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The tool is a folder that consists of a markdown file with detailed direction for the AI, a Readme file for user instructions, and input and output templates for consistent output generation.
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It puts game simulation data into a structured framework with shared format that could easily be compared with one another, making balancing games and finding insights or trends among different games easier.
Multiple Bet Amounts
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I chose to allow multiple bet amounts, up to 3x multiplier, to give players a sense of control in a game that is totally RNG-based using illusion of control.
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Players stay engaged when they think they are controlling the game’s outcome with their power. Although many players are aware that the game is completely based on luck, in numerous slot gameplay videos I have watched, the players often had their own rituals or methods of playing the game, like switching denominators or bet amounts once every often when they have a dry spell.
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In addition to allowing players to go for greater risk and return in the gameplay, this design decision lets players have a sense of control in how they play the game.
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One alternative I considered was using a single denominator, but that made the gameplay feel too passive. I found myself simply staring at the screen, with little opportunity to take on additional risk or pursue greater rewards, especially since the game was designed to be casual.
Common Low Paying Symbol
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I chose to make a low paying symbol very common in the reels, by making its frequency almost third of the 22 stops among 7 total symbols, to create frequent small moments of reward throughout and early on in the session using a perceived progress and success.
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Because players are engaged when they feel like they are winning, this helps casual players stay motivated early on by giving frequent wins until they stick to the game by forming a habitual play through intermittent reinforcement.
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One alternative approach I tried is making higher multiplier symbols higher frequency and trying to counterbalance by lowering the frequency in lower multiplier symbols. However, this didn’t work as it would fail to catch player retention by making the wins too rare, especially for casual players who are often bouncing between multiple games to find “the game that wins” for them.
Target Demographic
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I changed the target demographic to be more specific in the design document, from casual low-budget players to women in her 30s, as they are the demographic with the most expendable income.
Prototype Testing Feature
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I added a slider in the prototype that lets testers to manually change the random wilds rate to make bonus feature testing easier and faster.

Target Demographic
- My hit rate was very low (12%) which was lower than typical hit rates of low-volatility slot games.
- To fix this, I changed the payout design so the 2 lowest paying symbols would payout with both 2 and 3 symbols on the payline as well as rebalancing and changing the payout multiplier to multiply with number of symbols on the payline.
Background Analogy
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I used my background as a filmmaker to craft an emotional journey for the player that balances stressfulness and excitement to keep them engaged.
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Similar to the narrative structure graph commonly followed in films, each spin in a slot machine allows players to form their own narrative.
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Ex. Stopping of the first two symbols would be a rising action that leads to the climax of the spin: win or lose.
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- Using this analogy, I identified the climax (the highest point of action in film) of the gameplay to be when the 3rd reel stops.
- I then dramatized this climax in the player's narrative by adding sound effects that increase in pitch for every consecutive or wild symbols that stop on the payline, in addition to setting a specific stop timing of 1500, 2300, and 3250ms for each reel.
- These mechanics boost the narrative tension by combining anticipation with feedback cues. Afterwards, in between that result of the spin and the player starting the next spin, the player processing the result of the spin becomes the falling action.
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Breakdown 1 & Solution

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This analogy breaks down when players do not experience slot machines as isolated spins, but as multiple consecutive spins. The resolution of the previous spin and exposition for the next spin connects and creates a longer, low tension point where players process the result and decide whether to continue. This is also the moment where engagement is most likely to drop.
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Solution 1: I solved this problem by using a visual approach, with the animated spin button that re-engages players and showing wilds right next to the display with the yellow glow that uses near-miss effects.
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Solution 2:I created a stronger system that could sustain engagement across multiple rounds with the stackable random wilds as a bonus feature.
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In many slot games, bonus features create a “false climax” led by a “real climax.” When the player triggers the bonus feature at the end of the spin (false climax) it opens a new rising arc that builds up to the jackpot (the new real climax). By allowing random wilds to stack after every spin, the game creates multiple events with high tension without needing to rely on the inconsistent near-miss effect from the randomized wild symbol displays.
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This effectively uses variable-ratio reinforcement to sustain anticipation across spins and reduce the tension drop between events.
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Breakdown 2
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The analogy breaks down further when I consider the slot machine gameplay as a whole, looking at the session, rather than individual spins. If we define the climax of the session to be a big win, it is natural in the math that no player will consistently experience a complete narrative arc. Some sessions could be an emotional upward arc that consists only of rising action and no climax at all.
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In these cases, the falling action occurs after the sessions, when players decide if they should add on to their bankroll, move machines, or quit for the day.

Reflection
What went well:
- I learned about balancing and slot game design, including various vocabulary words used in slot game industry.
- I learned a new AI software during the exercise, Windsurf/Devin, which I used to help me code the playable prototypes and slot simulators.
What I Would've Done Differently:
- I would spend more time on the planning phase of the exercise as one of my goals of this exercise was to try out a new AI tool I found called Windsurf. Because it was my first time using an AI integrated IDE, my testing and iteration pipeline was pretty messy as I was trying to figure out to incorporate the AI as I went.
Future Improvements:
- I would like to rebalance the game so the bonus wilds and bonus feature are triggered more often.
- I would like to improve the Math-to-Emotion Graph so it doesn't show loss as it's unnecessary with dry spell and win getting recorded.