Rapacious Sapphires
UCF GAIM Physical Computing
30 March 2026
30 March 2026 Prototype Review - Team 6
Prototype Review - Team 17
Our prototype is a controller modeled after a stun gun inspired by Resident Evil. The idea is to make the gameplay feel more physical and tense by using a mix of buttons and sensors instead of a normal controller. Movement and navigation are a bit more limited and take more intentional input, which fits the slower pace of the game. Things like aiming, attacking, and interacting use less common inputs like light and sound, so the player has to actually pay attention instead of just pressing buttons automatically. Other actions like running, quick turning, and opening the inventory are tied to different physical interactions to make everything feel more hands on.
What are some ways we could add more natural human gestures into the controller to make it feel more physical and realistic?
Are any of the controls confusing or too complicated to use during gameplay, and if so, which ones might be better if we simplified or changed them?
Team 3 Scaffolding Prototype
For this prototype, we created a low-fidelity Minecraft pickaxe controller using cardboard, clear tape, and glue. The goal was to make a controller that physically matches the main tool used in the game, so the interaction feels more immersive and connected to gameplay.
Buttons are placed along the handle of the pickaxe, allowing the user to hold it like a real tool while pressing inputs. Swinging or tapping the pickaxe onto a surface triggers actions like mining, while hitting the bottom of the handle is used for jumping. I also experimented with dragging the pickaxe across a surface while holding a button to simulate camera movement.
Prototype Review - Team 11
Sonic Robo Blast 2
We are building the ‘SRB2 Kart Radio.’ Instead of a standard
steering wheel, it’s a car radio. The idea is built on the irony that the user
is ‘distracted driving’ by ‘playing’ with the radio. It’s a joke about how
playing with a radio is a part of the fun, especially in a racing videogame
where the music a massive part of the vibe.
Mechanically, the ‘Volume’ knob is mapped to the player
speed and the ‘Tuning’ knob to the steering. A slide potentiometer is used to
control the item usage and drift. By actually sliding the potentiometer, it feels
like you are forcing the kart sideways, making it a satisfying experience. The middle
zones for all 3 analog inputs are currently neutral zones to help clearly
distinguish between states.
Team 8 Prototype Review
Our prototype is designed like a map for the game Hidden Folks (think of it like iSpy). Since you want to find people or things within the levels, a map made sense as a design choice as a map leads you to the treasure, or in this case, the hidden folks. You can tilt it to move around the level, the pressure pad arrows are used for moving the mouse on where you was to click, the potentiometer zooms in/out, and the light sensor X confirms a click with the mouse.
Questions: How could our design or layout of the controller be improved? Do you think we are missing anything?29 March 2026
Scaffolding: Prototype Review - Team 1
Prototype Review - Team 22
For our game, we picked "Sort the Court". In the game, you play as a ruler and respond either yes
or no to your subject's requests. Our controller is a crown that allows the player to physically
respond with either yes or no. It works by utilizing the accelerometer inside the Circuit
Playground Express to detect motion where a nod up and down will get a yes response and a nod
side to side will get a no response. There is a potentiometer on the side of the crown that acts as
an on and off switch so that the player can remove the controller without accidentally progressing
the game.
Questions for Classmates:
Does the controller seem inconvenient to use in any way, shape, or form?
Are there any recommendations on if the power switch can be integrated into the shape
of the crown better?














