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MoA Kart

Multiplayer Exhibit Experience

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A competitive multiplayer racing game built on the real grounds of the Museum of Aviation in Robins AFB, Georgia, where players race aviation-themed vehicles around a digital recreation of the museum's actual aircraft layout. Developed as an internship project, the experience opens as a permanent public exhibit in May 2026.

Role: Systems Designer, Gameplay Designer, Developer

Tools: Unity, Multiplayer Networking, Rhino, Physical-Digital Integration

Status: Playtesting and optimizing for exhibit opening May 2026

This is an independent internship project. I am responsible for the full digital design and development of the experience, including environment design, vehicle behavior, race mechanics, user flow, and multiplayer networking for up to six concurrent players. I modeled supporting architectural elements in Rhino and coordinate regularly with my manager to review scope, progress, and feasibility.

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The full Museum of Aviation grounds recreated in Unity, based on the real aircraft layout and circulation paths.

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Environment detail across the track, showing real Museum of Aviation landmarks and aircraft translated into the game world.

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Player customization with selectable vehicles, hats, and avatar colors designed to keep repeat visits fresh for younger museum audiences.

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Onboarding UI and overhead view. Designed for quick session starts and public exhibit visibility across up to six concurrent players.

My Design Process MoA Kart began as an internship project with the Museum of Aviation at Robins Air Force Base in Warner Robins, Georgia, with a clear brief: design and build a multiplayer racing game that younger visitors could pick up and play within minutes, running on physical computers across a networked setup. The experience is intended less as a traditional exhibit and more as an interactive tool, giving visitors, especially kids, a hands-on way to engage with the museum grounds while also experiencing what Unity as a platform can do. Beyond that framing, the design decisions were largely mine to make. The foundational choice was to base the track on the real layout of the museum grounds. Rather than designing an abstract racing environment, grounding the experience in the actual circulation paths, hangars, and aircraft positions of the museum creates an implicit connection between the game and the place visitors are standing in. A kid who races past a digital version of the Century of Flight Hangar and then walks outside to see the real building has a different relationship to that space than one who just read a placard about it. That translation from real to digital was the central design argument of the project and shaped every subsequent decision about environment dressing, landmark placement, and track routing. Vehicle and character customization was designed specifically to support repeat visits. A younger visitor who comes back to the museum and can choose a different vehicle, hat, or avatar color has a reason to engage with the experience again rather than skipping past something they've already done. The customization system is simple enough to navigate in under a minute but varied enough to feel meaningful. The multiplayer networking supports up to six concurrent players, which required designing the session flow, win conditions, and post-race logic to keep turnover high without leaving any individual player waiting long enough to disengage. The spectator aerial view was built to give museum staff and bystanders a readable overview of the race in progress, making the experience visible and legible to people who aren't playing. I modeled supporting architectural elements in Rhino to fill out the environment and establish spatial clarity around the track, and have maintained a regular coordination cadence with my manager throughout development to review scope, feasibility, and performance. The experience is currently in playtesting and optimization ahead of its public exhibit opening in May 2026.

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© 2026 by Jared Yost

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