GOAL: To design a high-fidelity interactive project from start to finish

OBJECTIVE: To create a new tangible alternative game controller for an existing video game.

INQUIRY:

  • What are some simple video games that are primarily played using the WASD, arrow keys, and/or mouse?
  • What are some key mechanical objects depicted in those games or related to the games’ themes?
  • What physical gestures are present in the game play?  Actually or by representation?
  • What are some existing alternative game controllers?  Look up the Nintendo Zapper, Nintendo Power Glove, Gametrak, Steel Battalion controller, Dance Dance Revolution floor mat, Guitar Hero and Rock Band controllers, Wiimotes, etc.
  • You might also look up Imogen Heap and Ginger Leigh.
  • How might you augment an existing non-digital object with sensors?
  • Could you control a game with a fishing rod? An antique radio? A record player? A violin? A toaster? A telescope? etc.
  • How does an embodied interaction with a game change our interpretation of it?
  • How can you better convey a game mechanic through a controller?
  • How can you connect the controller (and the controls) to the game world/narrative?
  • Can you make a solo game collaborative through how the controller functions or its scale?

MATERIALS:

  • Circuit Playground Express/Bluefruit or other 32u4/M0 Arduino-based microprocessor (the Ardunio Uno and other Atmega328 boards can not replicate the keyboard or mouse)
  • A video game that is primarily controlled with the WASD keys, arrow keys, or mouse.
  • Other components as needed for your idea

CODE: Your final project should serve as a functional controller for a computer game of your choice.  You will write Arduino code that will make your Circuit Playground Express/Bluefruit (or other 32u4 or M0 board) replicate the functionality of a keyboard or mouse.  As far as your computer is concerned, the CPE/B will be a keyboard/mouse.

REQUIREMENTS:

  • The game you choose should not have an existent alternate controller (so don’t design for guitar hero, DDR, etc).  The game also must be a computer game and not a console game as it needs to be controlled with (custom) keyboard and mouse inputs.
  • Your controller should include enough inputs and outputs to be the only device needed to play the game.  For instance, you may also need to include controllers for number keys, the space bar, etc.  Or you may need to choose a game with less inputs.  The player should not need to use an additional mouse and/or keyboard to play the game.  Using a mouse and/or keyboard to navigate menus to start game play is fine, however.
  • Your controller may not use joy stick or button components that the player engages with their hands or fingers.  This includes not using the touch pads as buttons. And don’t just make a giant game controller for your feet.  Do not map the accelerometer directly to mouse movement or left/right game movement either. Use other digital and analog senors for inputs.  You will need to be creative, yet logical, about the mapping.  This will be the most challenging part of the assignment, but also the fun and creative problem solving part. These restrictions are meant to help you think outside the box and come up with new and novel game interfaces.  If you think your design would really really benefit from a button/touch sensor discuss it with the professor during office hours in the concept development phase of this project.
  • Your controller must use at least 1 external sensor (a sensor that is not on the CPE/B).
  • Your controller should output at least 4 distinct control values to the game (such as W,A,S,D).
  • Your controller circuit should be enclosed in a case or house suitable to its design.  You may 3d print, laser cut, or otherwise fabricate a housing, or use found/purchased enclosures, hacked toys, etc.  This enclosure should be a portfolio quality high fidelity prototype. Consider the color, materiality, and signifiers of your controller.  Remove any unnecessary / distracting bits (blobs or glue, tape, etc).  Do not use/hack an existent alternate controller like the Gametrak. You may hack other toys / found objects as appropriate to your concept. The CPE/B and wires should be hidden from you unless there is a strong conceptual reason for them not to be.
  • Whether you use a breadboard or solder your components is up to you.  In either case, your whole circuit must fit within your enclosure.  You may want to use M3 bolts and nuts to connect wires to the CPE for reduced size and increased security.

SUBMISSION: To complete this assignment make a blog post that includes:

  • A photograph of your controller.  This should be portfolio quality (well lit, clean white background, etc)
  • A 200-400 word description of your project.  Be sure to include an explanation of the conceptual model for your design, the input to output mapping, and the relationship between signifiers and feedback, and how all of that connects to the theme of the game.  Together, this describes the affordances of your design.  At the end of your description include one open ended question about your design that you would like peer review feedback on.
  • Include a brief summary/list of the specific contributions of each team member to the project. (If you don’t want to post this on the public blog, you may add it as a submission comment in webcourses.) 
  • A schematic of your project circuit.  Label all voltage sources and resistors with their values. Schematic must include all built in sensors you are using on the CPE/B.  See here for reference.

The complete code for your project.  Please format your code using a quote block.  To do this, use the ” button on the right side of the editor tools.  This will indent all of your code for increased legibility. A 2-3min video demonstrating your project with audio narration.  In your video, explain your idea, how your controller works, and demonstrate its ability to control your game.  Be sure to explain the conceptual connections between the form of the controller, your conceptual model, and the video game itself.  This video should also be portfolio quality. Use a tripod, good lighting, horizontal aspect ration, clean background, etc.  When you demo your project, be sure to include a shot of the controller and the computer screen showing how the game responds to the controller (note that you won’t be able to use screen capture for this).