Cover Image

Handheld Resonance

Once More
Name
Frederik Kantner Bottrup
Education degree
Kandidat
Fagfelt
Design
Institute
Design and Visual Interaction
Program
Visual Design and Interaction, Visual Game and Media Design
Year
2026

Mobile games are often designed to optimise retention - exploiting the attention of players through rhythmic dopamine hits. This project aims to rethink how immersion can be designed and used to facilitate an intrinsic motivation to meaningfully engage with a mobile game, rather than preying on the psychology of a young audience with shortened attention spans.

Skipping Rabbit Animation
Character Animation
The modern media landscape is a capitalistic war fought over the real estate of your attention and mind

Mobile Game as a Case

Based on research focusing on analysing the inner workings of attention and dissecting the term immersion, I present a collaborative case in the form of a hybrid casual mobile game, targeted towards a preteen audience with a lower attention span. Based on Gordon Calleja’s Player Involvement Model, I iterated on and incorporated different design choices corresponding to the dimensions of involvement into the project: kinesthic, spatial, narrative, shared, ludic and affective.

Mobile Game

Even though the mobile screen is small, I explored ways to achieve an absorbing adventure in these limited confines. Inspired by fairy tales, I created an idyllic visual universe for a mobile game that could facilitate an immersive experience through the narrative as well as exploring playful interactions for the player to uncover the mysteries of the world. 

Concept art of a Forest
Environment Concept Art

With immersion explored in a mobile game case, the term is multifaceted and has many dimensions. A designer can both facilitate a superficial engagement constituted by strategic cognitive challenges, that relies on superimposed ludic involvement to occupy the mind. In contrast, a more meaningful involvement can similarly occur when designing for a more healthy and responsible approach, by being aware of players’ limited attention spans and cognitive resources. 

Not only can media negatively affect our attention span, but its structure as well. Intentionally designing negative space, to let player finish tasks and take breaks. Alleviating tension while also creating meditative moments of reprieve so that they may internalise the aesthetic intricacies of the world. Teaching young players to master their own attention, by lending them agency over their own experience.

The Royal Danish Academy supports the Sustainable Development Goals

Since 2017 the Royal Danish Academy has worked with the Sustainable Development Goals. This is reflected in our research, our teaching and in our students’ projects. This project relates to the following UN goal(-s)
CV

I’m 26 years old and I love working with aesthetics and atmospheres, explored through concept art and world building. I’m currently creating and visualizing my own world. I work in many different programs as I experiment a lot and enjoy discovering new tools too. I have a structured and analytical approach, whilst I prioritize an overview of the entire project and everyone involved. 

Education & Relevant Courses
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Game and Interaction Design

The Royal Danish Academy - Bachelor
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Game and Media Design

The Royal Danish Academy - Master
Professional Work Experience
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Concept Artist Intern at Throughline Games

Conceptualised and visualised environments, characters, creatures, props and vehicles
IT skills
Photoshop
Blender
Illustrator
Unity
Substance Painter
Language skills
Danish
English