Shaky Gotcha | Vol. 1.0 — The Heavy Drop

Allen Tseng | Shaky
by Allen Tseng | Shaky · Jul 2026
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Shaky Gotcha | Vol. 1.0 — The Heavy Drop

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3D Web Arcade Case Study: Vol. 1.0 — The Heavy DropI’ve been experimenting with something simple but rarely pushed in web games: What if UI had real “weight”?Drop. Impact. Screen shake. Shockwaves. Instead of starting with a traditional loading spinner, I turned the interface itself into a physical event.The Interactive Sequence:0.0s - 3.5s (The Calm Before): Everything feels quiet and suspended. A floating logo sits in a deep 3D space, surrounded by ~15,000 stars reacting dynamically to cursor movement.The Flip: The moment you hit START, the interface reacts. A full 3D cylinder of cards drops from above, accelerating like it actually has mass.The Impact: On collision, the system triggers a coordinated full-screen shake, a deliberate 100ms pause to hold the kinetic energy, and a physical ripple that expands outward with a long visual decay.The Pacing Reset: After that brief chaos, the experience pushes intentionally into silence—letting small elements drift slowly to reset the user's pacing.The Core UX Hypotheses:👉 Can “impact” and heavy timing completely replace traditional loading UX?👉 Can a UI moment feel distinctly physical instead of just visual?Curious how you see this from a gamedev or interactive perspective — does this kind of exaggerated feedback add to the immersion, or does it feel like too much?To be continued...🔴 Experience the live site: myshaky.com/gotcha

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