HOW DID WE DO IT?

WEEKS 1 - 4

SPRINT 1

In the first month, our team explored a wide range of game concepts centered around creating a unique and playful controller experience. We began with a mosquito-themed game powered by a “blow” input, experimenting with mechanics that reacted to airflow and breath-based interactions. Early sketches and rough prototypes helped us understand what felt engaging and what felt limited.

After presenting the idea and gathering feedback, it became clear that the mosquito theme wasn’t resonating as strongly as we hoped. The input mechanic had sanitation concerns and didn’t make sense with our gameplay.

Using that feedback, we pivoted toward a rave-themed game, something louder, more kinetic, and better aligned with the energy of a custom controller. From there, we started refining the mechanic, rethinking the physical input, and shaping a direction that felt more immersive and playful.

WEEKS 5 - 7

SPRINT 2

We shifted our focus to identity and early functionality. As the rave concept solidified, we explored names, visual styles, and tone to define a clear brand direction for the game. We tested color palettes, typography, and thematic elements that captured the high-energy atmosphere we wanted players to feel the moment they stepped in.

At the same time, we began prototyping both the gameplay loop and the custom bobble head controller using Arduino. These early builds helped us validate our interaction ideas and understand how responsive and fun the controller could be in practice. By the end of this stage, we had a rough but working prototype that combined the emerging brand with hands-on functionality, giving us a strong foundation to build on.

WEEKS 8 - 12

SPRINT 3

We revisited our core mechanics after testing the first prototype. Player feedback showed that the game felt more exciting when framed as a competition rather than a cooperative experience, so we shifted the gameplay toward a 1v1 race challenge that better matched the rave theme’s high energy.

With the mechanic clarified, we moved into building a higher-fidelity version of the head controller. This version improved stability, responsiveness, and comfort, giving us a more accurate sense of how the final interaction would feel. Alongside hardware refinement, we began designing the user interface.

WEEK 13

SPRINT 4

In the final week, we focused on pulling everything together for our alt.ctrl.GDC submission. We built a website (that you are reading right now!) that showcased the game’s concept, hardware, and visual identity. We also scripted and filmed a short demo video to clearly communicate how the custom controller works in action. This week was all about refining our narrative, tightening our visuals, and presenting the project in a way that captured its energy and uniqueness.

CHASE THE GLOW. JOIN THE SHOW.

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