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Cardboard Bushi

2019

A real-life PVP experience using imaginative play and the Makey Makey.


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Utilising the power of imaginative play and the Makey Makey, engage in real-time, real-life, two player PvP action alongside your peers, or take it outside and immerse yourself in your very own programmed encounters.




[Beneath the Summary there is a short explanation about how the Makey Makey works]
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More about the Project

Release: 2018


Studio: Team Royalty


Platform: Real-Life


Skill Focus: Problem Solving, Ingenuity, Creativity


Engine and Tools: Makey Makey, Cardboard


Team Size: 3 People


Time Spent on Project: 1 Month

Summary of Contribution

Using the Makey Makey, a bunch of cardboard, and a glue gun, the hardest task came from creating an idea that utilised this simplistic hardware appropriately and creatively. I wanted to create something that above all, was fun, yet took the technology a step beyond, pushing the concept of interconnected player interaction, I delved into utilising said interaction without the need to be grounded or sitting at a computer, allowing a level of player transferability and potentially even manoeuvrability that the technology otherwise did not possess.

This was the first time I was this tightly time-boxed into a creative spot, and I was fuelled by the desire to fully understand the Makey Makeys technology. The final result was Cardboard Bushi, and it was an incredibly enjoyable experience to create, breaking down core game components and thinking about them in a real-world space opened up a whole new world of design.

A lot of the inspiration came from games and events such as Life-Action-Roleplaying, and we eventually created a physical armour that can be adorned and interacted with, allowing its player to move around freely by holding a laptop in their backpack (as portrayed on the poster), and listening to audio cues. This was, overall, an interesting design experience, developing a product that prioritised creativity and fun over its technology, and I believe we managed to come up with something that explored past those boundaries and limitations.

In order to use the Makey Makey one first needs to be firmly on the ground whilst touching the device, they can then interact with it by using the other hand, with the electrical current travelling through their body. We replaced this by having the Swords hilt be the players ground-point, and the opposing hitboxes to be lined with a conductive material that connects upon being hit.

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© Mark Tadros