Coursework · creative controller
Pixel Chase
A wrist-worn game controller that turns tilt into a ten-pixel play field through accelerometer mapping, Arduino game logic, sound, and a fabricated enclosure.
From screen prototype to object
Pixel Chase began as a keyboard-controlled p5.js game, then was rebuilt around the Circuit Playground’s accelerometer and NeoPixel ring. The translation required redesigning the input model, feedback, and game pacing for a handheld, glanceable object rather than a browser window.
How it works
Firmware reads the board’s X/Y acceleration and uses an angle calculation to map wrist orientation into one of ten LED sectors. The player’s blue pixel catches a green target and avoids a red enemy; collision checks, random respawn with player spacing, modular wraparound, level progression, and sound cues keep the small interface legible while the game becomes more demanding.
Controller and enclosure design
The device was conceived as wearable LED jewelry as much as a game. I iterated through paper and Blender enclosure studies, three 3D-printed cases, a battery compartment, and a denim strap with hook-and-loop closure. A slide switch controls sound, board buttons choose modes, and the idle state uses microphone-reactive light to make the object readable even when not in a game.
Why it belongs here
Pixel Chase is a course project rather than a production game, but it demonstrates an end-to-end physical-computing workflow: translating an interaction concept into sensor math and embedded logic, then tuning the object’s form, controls, feedback, and power enclosure together.