My personal involvement in this project centers around the visual aspect of the cabinet, while other members of the Game Development Club focus on the internal physical and electronic aspects. There are three specific areas of my involvement: the marquee that is displayed over the screen, the sides of the cabinet, and the interface through which the user can view all possible games and select one to play.

The marquee is a wide banner set above the screen and is positioned to be easily visible, even among a variety of similar games. In an average arcade, marquee must be simple and eye-catching, providing enough detail about what might be found on the cabinet to lure potential players to the machine. However, as the location of the cabinet in the Game Room in the student union is not crowded with similar machines, the marquee can be slightly less eye-catching and slightly more informative due to the lack of visual distraction from other, nearby machines.

The sides of the cabinet play a varying role in the visibility and success of any arcade cabinet. Typically, an arcade cabinet is decorated with either images of the main character of the game or idealized representations of gameplay. However, the very nature of this cabinet prevents any predominant "main characters" from appearing, due to the simple fact that there will ideally be a multitude of games playable on the cabinet. As it would be impractical to continually update the sides of the arcade cabinet with images depecting the most recently-added game, I decided that it would be more appropriate for me to instead create a more generic image for the side of the cabinet. I chose to depict the unofficial mascot of the Game Development Club, a humanoid robot featured on the banner of the club's website, reaching out invitingly towards prospective players.

The interface will be by far the most challenging aspect of the cabinet. The dark red, pixellated flame-like motif featured on the side of the cabinet will be replicated and dynamically animated in the background of the interface, which will be a challenge to create from the programming aspect alone. Over this background, the games will be displayed in a cylindrical fashion: each game will be represented by its name, mapped on a horizontal, virtual cylinder, much like the labels are displayed on each dial in a slot machine. The user will be able to rotate the cylinder to select the game he wishes to play. When a game is selected, a window to the side of the cylinder will display a brief description of the game as well as images depicting actual gameplay.