Inspired by ALT+CTRL+GDC, this project took a real fishing rool and connected it to an originally designed and fabricated release mechanism that allowed players to catch digital fish with a physical fishing rod.
I organized the team’s timeline and set milestone goals and dates. I also was the first person to bring in students from the engineering department to be part of an interactive media project. This meant I had to quickly adapt to a new method of communication since I do not have an engineering background. I also had to be conscientious of their different work capacity, as while this project was incredibly important to us interactive media students, our engineers had very different priorities that needed to be accommodated.
This was also the first time anyone in the department had attempted to make their own controller, so I had no prior knowledge to go off of in terms of timelines or what to expect in terms of fabrication. I implemented some agile methodologies to encourage quick iteration so we could find problems fast, while still accounting for the extra time needed to 3D model and print parts for stress testing.
I also acted as quality control when it came to art, sound design, and the set up of our booth, ensuring that everything we created looked and felt good.
Our end of the year showcase is a place where we are encouraged to think outside of the box and I intended to take that to the extreme. I have always loved pushing the boundaries of what is possible, and encouraging others to do the same. I get so much joy in inspiring others to do their best and not worry about failing. This was 100% one of the most difficult projects I have ever worked on, with so many unknowns and points of failure, but nothing was more awesome to see than people getting so excited when they played our game.