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Read the Article: Big Prompts & Beagle Power: How We Built an AI Language App
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Big Prompts & Beagle Power: How We Built an AI Language App in 24 Hours
Pointless Lessons: How We Built Scooter Commuter
[eyJidWNrZXQiOiJ2Z3QtdmlnZXRjb20tYW]
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• [26]Pointless Lessons: How We Built Scooter Commuter
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[32]Bre Corn, Business Operations Associate,
[33]Jackie Yu, Senior Product Designer,
[34]Abby Smith, Product Designer,
[35]Sadie Finn, Project Manager, and
[36]Claire Atwell Eisinger, Product Management Director
Article Categories: [37] #Code, [38] #News & Culture
Posted on February 24, 2026
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Scooter Commuter is a game that makes the invisible commute visible again. It
helps remote workers mentally “arrive” at work while creating space for
boundaries and wellness.
S c o o t e r C o m m u t e r i s a g a m e t h a t m a k e s t h e i n v i s i
b l e c o m m u t e v i s i b l e a g a i n . I t h e l p s r e m o t e w o r k
e r s m e n t a l l y “ a r r i v e ” a t w o r k w h i l e c r e a t i n g s p
a c e f o r b o u n d a r i e s a n d w e l l n e s s .
Remote work removed the need for a commute and allowed people to clock-in from
anywhere, but it also blurred the boundaries between work and home life. For
employees craving a separation, [42]Abby Smiths idea of Scooter Commuter is
the answer. 
Abby pitched the idea of creating a ritual that makes the invisible commute
visible by simulating the feeling of waking up, taking a yoga class, getting
ready, grabbing a coffee, and commuting to the office while never leaving your
house. [43]Claire Atwell Eisinger, [44]Jackie Yu, [45]Sadie Finn, and [46]Bre
Corn joined the team and helped make the game come to life in 48 hours for our
annual hackathon, [47]Pointless Palooza. In this short time we went from idea
to innovation as we explored new skills and tested new tools.
Scooter Commuter is a lightweight game played in the browser and designed to
help remote workers mentally transition into their workday. Players move
through a series of small, playful moments which creates the mood for
intention, boundaries, and a healthier start to the day.
Game Inspiration
Before building, we tested some popular, nostalgic, and niche games to see what
game style and elements we wanted to incorporate in Scooter Commuter.
• [48]Pac Man
• [49]Daily Dungeon
• [50]NYT Wordle
We discussed core elements that make these games exciting for us to play and
that we wanted to nail in our own project. These were our top 10:
1. Clear and simple rules
2. Meaningful user choices
3. A reasonable challenge curve
4. Consistent feedback loops
5. Intrinsic motivation
6. Accessibility
7. Curiosity gaps
8. Social connection & [S:competition:S]
9. Visual clarity
10. Reactive controls
Brainstorming
After nailing down our inspiration and requirements, we got to work on
visualizing our ideas. We created shared [51]Notion and [52]Whimsical
workspaces to individually think through our ideas before collectively deciding
on a direction.
Sadie leveled up our conceptual Viget inspired commute by suggesting we help
players jump start their day by using the game to prompt players in real life.
They are encouraged to grab snacks, do sun salutations, hydrate, get dressed,
and turn on their favorite playlist. 
Creating
With a solid idea, guidelines, and benchmarks, we got started bringing this
idea to life. We created a version plan of the game that would lead to the best
results before the deadline.
Abby completed the heavy lift of developing the entire game. She took a crash
course on [53]Phaser, handled repository setup, and refactored a 1000-line code
base to help our vision come to life. Claire took on the work of not only
containing this project but literally containing the game by converting the
wall system from rectangles to individual tiles, using Copilot.
Their work resulted in a final tech stack of: JS / React, Phaser.js, and
Vercel.
[eyJidWNrZXQiOiJ2Z3QtdmlnZXRjb20tYWxsLWFzc2V]
Sadie, Bre and Jackie handled game design, pixel visual elements,
documentation, and concept definition. We collaborated in Figma and Notion to
asynchronously coordinate on the activity prompts, room design, character
aesthetics, and splash screens that helped bring the game to life. 
The 48-hour hackathon was a huge success. Palooza culminates in a company-wide
work showcase, and we're proud to say the idea resonated with many of our
peers. 
[eyJidWNrZXQiOiJ2Z3QtdmlnZXRjb20tYWxsLWFzc2V]
The Scooter Commuter build doesn't stop here. The team has plans to add a more
complex map, additional playable characters, and maybe even a leaderboard to
track your daily score. Go check out [54]Scooter Commuter before you start your
next work day and read some takeaways from the team!
[eyJidWNrZXQiOiJ2Z3QtdmlnZXRjb20tYWxsLWFzc2V]
Takeaways 
[55]Abby: Don't let your AI work in one file. Force it to do file structuring
based on functionality as it works ... or else face the consequences.
[56]Bre: Constraints push the limits, breed creativity, and force me to be
realistic about what I can and learn in 48 hours. With a great team supporting
you, it can be a lot!
[57]Claire: Its fun to solve hard problems with smart people.
[58]Jackie: Figma has its limits. I have never approached them before, but it
can do a lot more than I thought, especially in the visual graphic space
compared to the UI space that I usually work in.
[59]Sadie: Share your ideas, even if you think they're bad! I almost deleted my
idea because it was a different direction than we had initially talked about,
but it ended up resonating the team and we transformed it to make something
super cool!
[60] Bre Corn
[61]Bre is our Business Operations Associate working from our Chattanooga, TN
office. Shes fueled by lists — color-coded, alphabetized, and occasionally
decorated with unnecessary stickers.
[62]More articles by Bre
[63] Jackie Yu
[64]Jackie is a senior product designer from Seattle. She makes things that
empower people by blending aesthetics, accessibility, and data.
[65]More articles by Jackie
[66] Abby Smith
[67]Abby is a Product Designer based in Boulder, Colorado. She brings a
Computer Science edge to problem-solving, focusing on empathy, clarity, and
good communication.
[68]More articles by Abby
[69] Sadie Finn
[70]Sadie is a Project Manager in Falls Church, VA. She is passionate about the
intersection of technology, design, and people.
[71]More articles by Sadie
[72] Claire Atwell Eisinger
[73]Claire combines her natural people and planning proclivities to manage
client projects in our Durham, NC, office. She works with clients including
iContact, Research Affiliates, AECOM and The Atlantic Philanthropies.
[74]More articles by Claire
Related Articles
• [75]
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Big Prompts & Beagle Power: How We Built an AI Language App in 24 Hours
Laura Lighty
• [76]
Labshares: Internal Talks that Build Skills, Connection, and Culture
Article
Labshares: Internal Talks that Build Skills, Connection, and Culture
Brian Williams
• [77]
Building Pointless FLF
Article
Building Pointless FLF
Solomon Hawk
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