Back to projects CASE STUDY 02
Behavioral Psychology · Analog · Serious Game

The Mask is
a Prison.

For Gen-Z, social performance is a survival skill. Traditional therapy is too slow, the conscious mind "edits" the truth before speaking. We built a card game that forces the answer before the edit.

Timeline 48-Hour Game Jam
Team 5 Members
My Role Lead: Design, Research, Pitch
Format Global Game Jam
Outcome Potential Funding Interest
In 30 seconds
The problem

People edit the truth before they say it, so honest conversations stall.

What I did

Led game design, research and the pitch for a five-person Global Game Jam team.

Outcome

Playtested live with 50+ people; the jury saw a potentially fundable product.

Players around the F2F card game during the live playtest
Live playtest with about 50 players at the Global Game Jam.
01 · The Problem

The performative generation
can't stop masking.

For the 13–25 demographic, social masking isn't a choice, it's a survival mechanism. They curate identities for classrooms, parents, Instagram, and therapy sessions. Traditional clinical tools give patients unlimited time to respond, which means the conscious mind has time to "edit" reality to protect the ego.

Standard projective testing (Rorschach, TAT) works, but it's slow, requires trained clinicians, and feels clinical. The 13–25 group disengages the moment they feel like a "patient." The result: weeks of small talk before a therapist reaches the actual trauma.

13–25
Target age group: peak social masking
15s
The window before the conscious mind edits truth
4min
Time for players to drop their social masks
02 · The Core Insight

Our premise: the first answer
is the honest one. Given time,
people construct a better one.

This was the working premise from our research synthesis: given enough time, people edit their answers to protect how they come across. Most existing reflection tools we reviewed give unlimited response time, so we treated time itself as the design variable.

The 15-Second Pressure Valve

By capping the response at 15 seconds, F2F creates a Cognitive Bottleneck. The player is pushed to speak before they can finish polishing a "safe" answer. The intent is to catch the first response rather than the performed one. If a player repeatedly hits the 15-second limit or answers very literally under pressure, that's a signal of high cognitive load a facilitator might explore further. It is a prompt for conversation, not a diagnosis.

We tested the premise in a 50-person live playtest. What we observed: players dropped their social masks within about 4 minutes, and one participant said they "forgot we were being filmed." One playtest doesn't prove the premise, but it's the behavior we designed for, and it suggested something close to a flow state.

03 · Game Mechanics

A cognitive slugfest,
not a therapy session

F2F rejects the "Engagement Trap", making therapy fun. We use tension as a diagnostic tool. Two players. Abstract imagery. Weaponized questions. No board. No screen. Uninterrupted eye contact.

01

The Vitality System: Mask Integrity

Every player starts with 3 Hearts (expandable to 5). Hearts represent psychological stamina. Lose one for giving a literal "IRL" answer, withdrawing, or timing out. Gain +0.5 for 3 consecutive creative answers. When Hearts hit zero, the Mask breaks.

02

The Rorschach Engine: Projection vs. Probing

16 abstract cards in two phases: 8 B&W cards trigger the logical brain (how you build your Mask), 8 Color cards trigger emotional flooding (bypass the logic gate). Any literal description = a defense failure.

03

The Doctor's Bluff: Hypervigilance Simulation

The Observer draws keyword cards (BURDEN, GHOST, STATIC, VOID) and can either read the printed question or "Bluff" with a sharper, targeted probe. This simulates the hypervigilance of trauma survivors, the Subject is always scanning for traps.

04

TFT Safety Protocol: Somatic Reset

If a player's distress exceeds 8/10 on the SUDs scale, mandatory pause. Meridian-point tapping sequence (Eyebrow → Under Eye → Collarbone) resets the nervous system. This is a rule, not a suggestion. We don't value truth more than the player.

Game setup Card system
04 · The Anchor System

40 keyword cards. Each one a
psychological weapon.

Each card contains a bolded keyword and a coded question. The Observer uses these to probe the Subject's interpretation of the Rorschach images. Three categories target different defense layers.

STATIC
"Does the static in this image make it hard for the characters to hear each other?"
Probes: ADHD / Sensory Masking
BURDEN
"Which figure is carrying the burden for the other?"
Probes: Parentification / Family Enmeshment
GHOST
"Is there a ghost of a memory hidden in these shapes that only you can see?"
Probes: Intrusive Thoughts / PTSD
SHADOW
"Is the shadow more powerful than the person casting it?"
Probes: Jungian Shadow / Hidden Self
VOID
"If you stepped into the void, would you fall forever or find home?"
Probes: Emptiness / Core Trauma
GLITCH
"Is this story a glitch in reality or the real thing?"
Probes: Depersonalization / Dissociation
05 · The Mass Experiment

50 participants.
One collective field of vulnerability.

We didn't just test it in a corner, we ran a mass social experiment at the venue itself. Over 50 participants and volunteers engaged simultaneously, creating a collective arena where social masks became impossible to maintain.

Playtest session Faculty validation

Didn't know a game could reveal one's thoughts and underlying emotions in such a subtle way. Not an average card game.

Playtest Participant

I forgot we were being filmed.

Playtest Participant (indicating flow state achieved)

In the playtest, players dropped their social masks within about 4 minutes. Faculty saw potential for F2F as a non-invasive conversation tool around social anxiety and trust, a direction that would need proper clinical research before any diagnostic claim.

06 · My Role

Leading the design of a
disguised diagnostic tool

Game Design & Mechanics

Designed the entire game system, the Vitality/Heart system, the 15-second pressure valve, the Doctor's Bluff mechanic, the dual-phase Rorschach engine, and the TFT safety protocol. Every mechanic maps to a clinical diagnostic function.

Psychology & Research

Synthesized the "15-second gap" insight from cognitive psych research. Designed the keyword card system with clinically coded anchor words targeting specific trauma markers (dissociation, enmeshment, hypervigilance). Built the SUDs/TFT safety framework.

Teaching & Mentoring

Taught juniors on the team my design process on the go, how to deconstruct a clinical system into game mechanics, how to think about tension vs. entertainment, how to anti-scope deliberately. The team learned design thinking in real-time under hackathon pressure.

Pitch & Presentation

Delivered the final pitch explaining "Ambiguity" and "Projection" to the jury, framing F2F not as a game but as a product disguised as one. The jury recognized its potential as a fundable clinical tool, not just a hackathon entry.

Anurag presenting
07 · Outcome

We didn't win the jam.
We won something better.

F2F didn't take a prize at the Global Game Jam, but it earned something more valuable. The jury recognized it as a potentially fundable product, a clinical tool disguised as a game, with real diagnostic utility for social anxiety, trust disorders, and neuro-disability masking in the 13–25 demographic.

The Real Win

"In F2F, we replace the 'Fun' of traditional gaming with the 'Weight' of shared truth. Winning isn't about points; it's about the resilience of the Mask. The game ends when the performance stops and the truth is finally seen Face 2 Face."

50+
Live playtest participants
48hr
From brief to playtested prototype
5
Team members led & mentored
Process Process
Process Process

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