The Experimental hardware course was one of the most inspiring courses during my undergrad. During the semester we had the opportunity to work with hardware we normally would not work with. This way we were forced to think in ways whoch lead to novel and creative ideas.

We wanted to design about territory control and bluffing, after we made some paper prototypes we managed to create a version of the game that was both easy to understand and fun to play. After several iteration the programmers started to implement the mechanics into the engine.

In order to create our playfield we put a projector in a box with a hole in the bottom and placed it on a tower built of books and chairs. It looked primitve and home-brewed but it worked. Besides the projector we used the Peregrine Glove: a glove with electrical circuit on the fingers, which send out a keyboard command if you push those together two fingers or make a gesture. These signals were linked to triggers in Unity.

The Leap Motion Controller was used to detects hand position and gestures. The player could hover their hand over the playfield to select a tile to place a card on.

Artist, Designer

Learning Experience
I had never worked with expermental hardware, so working with these physical limitations was quite difficult but inspiring. So I needed to force myself to make many sketches and designs of possible mechanics that could fit our limited hardware. It was a process of iterating rapidly, moving between paper and the Unity engine and taking notes during our many, many playtests.



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  • Team size: 6
  • Development time: 4 months
  • Status: Finished
  • Engine: Unity3D
  • Hardware: Peregrine Glove, Leap Motion Controller