Game Design   |   Controller Design   |   Level Design   

An alternative controller arcade game.

Pump the center to blast enemies on your horizontal axis. Tilt and touch the towers to rotate the game space, allowing you to aim your attacks.

Made with Unity and the Makey Makey.

Design Process

This project was created with the intention of public exhibition.

As such, our design goals were to create something:

- With simple Input

- Teachable through observation alone

- Could be used without looking down 


Prototype Result!

My team approached this project with a controller-first mindset,

building the game around the controller's method of input. 

The controller designed was conceived during a one-day game jamDue to 

material constraintsI used stretch fabric to create the physical feedback

I desired from a pump controller.


The central pump had the capacity to tilt dramatically due to its fastening

method, so I leaned into its physicality to create the additional modes of input.

The game soon followed; we utilized the controller's design to create a compelling game space. To avoid disconnect between the controller and the game, we rotated the gamespace and had blasts remain horizontal.

We reiterated upon the controller and game design for a period of three weeks. During this time, I took on the level design responsibilities creating and testing enemy attack patterns while improving the feel of the controller itself.


Early iteration of digital game.
Working on the controller!

Kaleida was received well during Toronto's monthly Unity Meetup, people praising the unique controller design while expressing desire for a mobile variant of the digital game.


Kaleida was to be shown alt.Ctrl GDC 2020 after a curated submission. 


Over the course of the project, we were worried about the dissonance between the controller tilt vs. game space rotation. However, upon playtesting, players expressed enjoyment in the dissonance; challenge arose from the slight disconnect vs. the simple input.


Player engagement arose from knowing what to do vs. remembering what to do, which made this development experience particularly unique. 

Design Lessons


at the


Unity Meetup!