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1. Dusk Troll Studios: DTS Controller
Jonathan Furnas
Zachary Taylor
Nicholas Nizinski
Christopher Bradley
Francis Gregorin
October 11, 2015
2. Abstract
Our objective was to create a product accessible by people with one hand while being
something comfortable for other players. We began with our individual assignments,
and using them, constructed a single entity. We began testing it encompassed all of
the necessary components for today’s industry standards. After several iterations, a
final product was developed. We went through three different game ideas, ensuring we
could still have the full experience. It was tested and results were taken; all of which
are located at the end of this presentation. In conclusion we feel like we have created a
product, that once refined, could be brought into the real world and be used to offer
more people the opportunities that many of us take for granted.
3. Introduction
The controller that we’ve come up with uses the original designs that each person
developed for their controllers. The controller is meant for those with the access of
only one arm but also those who have only one leg. The controller is lightweight and
features a way for the player to control how they would like the play their beloved
games. This should open up the target audience to a wide variety of players and
removing limitations normally applied to people with disabilities.
4. Design Purpose
The purpose of our design is to combine the strongest aspects of our individual
designs into a single product aimed at making games more accessible for those
who have lost the use of one of their arms. The design will incorporate the use of
the player’s feet to place less stress on the individual arm and hand.
5. Inspiration: Christopher
I was inspired to create a “controller that uses the player's palm on a trackpad with a joystick.”(Bradley, 2015). I am person who always
wants to lend a helping hand to others who need it. Given the chance to create a controller for people who have only one armis right
up my alley. I am a versatile video gamer, meaning I do not just play console games; I also play PC games also. So when it came to
designing my controller the first thing I wanted to do was have the controller on a flat surface because I think it would betiring to hold
a controller in their hand. The trackpad was what I came up with so players can just rest their hand and move around. The joystick was
a late addition because my initial design left out controlling the in game camera. I decided to put it between the four buttons that way
the middle finger can control and players still have the full control over the trackpad. I want one handed players to be ableto relax and
enjoy playing the game that they are playing.
<--Top flat view
Side view -->
ght
(Bradley, 2015)
6. Inspiration: Jonathan
My inspiration was to create “A controller with complete customization to be used by people who cannot use standard industry
controllers.” (Furnas, 2015). I have had a desire to help people with disabilities for years, and the ability to do so with an assignment
excites me. I am in this program because of my passion for gaming and bluntly to make money. Those with these needs are being
fulfilled by attempting to create something that offers as much freedom as possible. Many people are unable to enjoy things I care
deeply about, and I feel there should be no reason for that. I attempted to design a controller that would accommodate them, as well
as have practical use for those who desire more flexibility in their gaming experience. Being a PC gamer most of my life, this ability to
customize the controls of a game is something I’ve grown to take for granted. I want something that opens the doors for people, while
still being beneficial to others.
(Furnas, 2015)
7. Inspiration: Zachary
My original inspiration came from a video I saw a few years ago. There was this guy who had to play using his face and feet with a
standard controller. As I researched for this video to further boost my inspiration I came across another that would later serve as
inspiration for my controller. The video is of a player with cerebral palsy and his brother playing the game Destiny. He uses a standard
controller and his feet to play the game. This goes to show that the design doesn’t have to be perfect because there will be someone
determined enough to make it happen regardless. We just need to make it more accessible for them.
Video: https://www.youtube.com/watch?v=9XCuMxMz_IE
(Taylor, 2015)
8. Inspiration: Francis
My inspiration was to create “ A controller that uses both arm and hand to control it.” (Gregorin, 2015). I wanted my controller to be
used by most people including those who can only use one hand to play. The challenge in making a controller like this is it needs to
really make people want to use it. I didn’t want people to feel like they had to use it or they were at a disadvantage while using it. I
choose the orb shape by looking at my dog’s plastic lightweight toy. The toy had holes in it that allowed fingers to easily move around
in. So I decided what if I put buttons inside the holes for the player to press. This I believe would help with fatigue and stress on the
hands of trying to push buttons that aren’t already near your fingers. This alone doesn’t make the controller unique though. For the
movement I didn’t want to use analog sticks because I wanted fingers to be used for buttons. I decided to incorporate a motion sensor
and a gyroscope. This came from how phones work. Phones have a gyroscope and sensors that tell them how the person is holding
the phone and which way it is facing. Using this in the controller will make the player feel like they are more in control. In a first person
game players will be able to use their hand to look around and then they can use their arm to move about the world.
(Gregorin, 2015)
9. Inspiration: Nicholas
My inspiration came from a couple of things: the original arcade joysticks, flight simulation, and being a drummer. The original arcade joysticks and
the flight simulation pretty much go hand in hand for my inspiration. They both provide movement for the user and allow for buttons to be on the
front of the control stick. The difference with my idea is that the movement would be dictated by the motion of the stick but the aiming would be
done on the top portion. Very similar to the motions found on most flight simulation controllers. The other inspiration comes from being a drummer.
What I mean by this is, the ease of access to move from one part of the drum set to the next without fumbling movement. I took this into
consideration and that is how I came up with the top portion of the controller. The traditional stick found on most current consoles, I felt, needed a
way for a player with one hand to access the D-pad. I decided to put the D-pad buttons around the top stick. In doing this I took what I knew about
drum set access and elevated the buttons on the D-pad. This should provide an ease of access to the user from moving their thumb from the control
stick to either of the four D-pad buttons. The rest of the controller I wanted to provide every single button, the max being what the Xbox and PS4
controllers have, to give the user full access. The full access allows the user to play any game they want, on any console they want.
(Nizinski, 2015)
10. Design Method
The design method started with the base concept of Nicholas’ core design. We feel that the initial layout of his controller fits the needs
of people with one arm but felt it could really use the help of the rest of our core designs. We introduced Zachary’s foot board which
opens up the accessibility to the amount of buttons needed to play most of the games on the market. This aided the design by
spreading out buttons on the controller. This will reduce the weight of the hand component as well as the amount of stress that will be
placed on the hand and arm. The next part comes from Francis’ motion control and we feel this is something that can help the design.
11. Design Method (cont.)
Next we added Christopher’s desire to have a palm based controller (easily added through the use of Francis’ and Nick’s idea), and
focused on comfort of the palm. This led us to direct the controller to a more rounded object. Once this was done, we began more
detailed creation of the project.
Figure 11-1 Figure 11-2
Jonathan’s desire for complete customization materialized in the form of the controller’s charger port. A standard mini-USB charger, it
contains three different possible plugs on the other end. Each one contained specialized drivers; one for PS4, one for Xbox One, and
one for PC/Mac. While the controller comes with a preset configuration of controls for each console, the PC adapter allows you to
adjust these.
12. Design Method (cont).
The final adjustment made in the design process was the adjustment of the foot
controller. After some testing, we realized our design could be improved with
regards to comfort, and went with a more traditional “brake and pedal” system.
This allowed us the additional ability of adding a new button comfortably to the
controller. In the end we feel we have designed a product that will provide benefits
to those who are unable to play video games easily due to the loss of a hand. We
are also confident enough to say we have designed a product that those who use
industry standard devices will find comfortable as well. Finally it was decided that
the hand and foot controller, as well as the system, would all interact with each
other through Bluetooth.
13. Design Method (cont.)
Nicholas’ original design that would serve as our base:
We kept the idea of this original design but removed a few
buttons.
Each of the programmable buttons in Figure 13-1 was
moved to the footboard.
The right stick in Figure 13-1, found at the bottom of his
controller, was removed to incorporate Francis’
motion control instead.
Figure 13-2 serves as an example and the core size and shape
of the controller.
This is a multi-purpose screwdriver and the picture was
taken by Nicholas.
Figure 13-1
Figure 13-2
14. Design Method (cont.)
Using Jonathan’s engineering skills, he was able to come up with
this diagram for us to use as a base. This took into consideration
all of our ideas and simplified Nicholas’ original idea. This
diagram shows each of the four trigger buttons (found at the
front of the controller) and the top analog stick with the standard
D-Pad buttons (the top part of the controller).
Figure 14.
Early Prototype
15. Design Method (cont.)
This is Zachary’s original design.
Features a considerably stronger focus on the foot portion of
the controller.
Would later be downsized to 4 and then 5 buttons as
the process went on.
Designed to be used by either left or right handed
players.
The hand controller only featured 3 actually gameplay buttons
and the only analog stick.
The other two buttons were home and start.
Figure 15. Zachary’s Original Design
16. Design Method (cont.)
This is a photo of the first adaption of Zachary’s design for the
DTS Controller being playtested by Zachary himself. This helped
us to get a better understanding of the exact measurements it
would need. Specifically in this screenshot, Zachary is testing the
length of the two primary buttons from the edge of the board.
Downsized from 20 buttons to 4.
No rounded buttons.
Two were half crescents and placed in the middle with
a separator between them.
Featured two pedal-like buttons on each edge.
Bilaterally symmetrical.
The user could rest their foot in the middle and press either
button by rotating heel.
Figure 16. DST Foot Controller Testing
17. Schematic Diagrams
Figure 17. DST Hand
Controller (Top View)
Thumbrest
D-Pad Down
D-Pad Right
D-Pad Up
Analog Stick/Click In
D-Pad Left
18. Schematic Diagrams
(cont.)
Figure 18. DST Hand Controller (Right Side View)
Start Button
Left Trigger
Right Bumper
Select Button
Right Trigger
Left Bumper
Analog Stick/Click In
Thumbrest
D-Pad Up
D-Pad Down
Elastic Strap
Charging Port
19. Schematic Diagrams
(cont.)
Figure 19. DST Hand Controller (Front View)
Right Trigger
Right Bumper
Left Bumper
Left Trigger
This is a 3-D view of
the front part of the
controller. It shows
the opposite back
side of the
controller.
D-Pad Up
Thumbrest
D-Pad Down
Analog Stick/Click In
D-Pad LeftD-Pad Right
Charging Port
23. State and Defend Design Assumptions
- Christopher
“When video game players play games, they get immersed in them. What helps players get immersed in the game? Some
say the story, others will say the mechanics, but a huge part that gets players immersed is the controller. ‘The nature of
natural mapping motion capturing controllers embodies the concept of spatial presence by transferring real-world
movements and behaviors of gamers directly into the virtual environment’ (McGloin,2011). Players who do not feel
immersed in a game tend to not enjoy the game. We want to give players who cannot fully enjoy a controller in their hands
the feeling of being immersed in the video games they play. We at Dusk Troll Studios created the DTS controller with idea of
giving people who have one arm the opportunity to play games without struggling to play with controllers designed to be
played with two hands.“ - Christopher Bradley
24. State and Defend Design Assumptions
- Jonathan
“According to a study, just over 12% of the population face some form of mobility disability (Bierre, Chetwynd, Ellis, Hinn,
Ludi, Westin, 2005). I feel that our controller is capable of helping a reasonable portion of that population. While our
controller does feature both a hand and feet controller, it was designed to be easy to learn and adapt to. The customization
feature ensures that gamers from the most popular gaming markets are able to become comfortable with it as soon as
possible. While this is obviously designed for those who have lost use of one hand, this is also beneficial for those with
negative effects of other upper body issues. The slant of the foot controller is designed to be functional without causing
unnecessary strain on the user. This product was designed to accommodate as many people as possible, and I feel it does
just that. The supplied grip as well as the thumb rest is designed to let the user play for longer periods of time with less
feelings of fatigue. The “motion pause” button was added for times when people wish to reposition themselves and they do
not want to be punished by performing such a simple action. All these features make me feel that we as a team have
created a product which with some refinement could be manufactured, sold, and maybe even make an impact on
someone’s gaming experience.” - Jonathan Furnas
25. State and Defend Design Assumptions
- Zachary
“I believe that video games are a form of art and I believe in accessibility to art is paramount in our society today. According
to Nancy Milligan, Els Nieuwenhuijsen, and Carolyn Grawi, ‘Research shows accessibility is the main environmental barrier
to participation in arts and cultural events. Individuals with disabilities are disconnected from managers of cultural
organizations and city leaders.’ (Milligan, Nieuwenhuijsen, Grawi, 2014). I believe this barrier needs to be breached on every
front and with the DTS Controller we intend to do that. Sometimes this requires us to think outside the box, or in this case
the hand. I feel like we’ve accomplished that here by not restricting players to just their hand. A constraint fosters creativity
and with the DTS Controller we’re encouraging that creativity by giving them a substantial amount of control with their hand
without overburdening them. We’ve expanded the control options to their feet allowing them to use more than one limb for
input while removing stress from the arm and hand area. Our goal is to open the art form of games to a wider audience and
enabling those playing under constraints to extend their playing time using a more accessible device.“ - Zachary Taylor
26. State and Defend Design Assumptions
- Francis
“’After completing a 16-session program playing the Nintendo Wii with one hand; 10 chronic phase post-stroke participants
showed significant improvement in motor skills.’ (Paquin, 2015, p.2184). This article is an example of how helpful a
controller like mine can be. My core accessibility design states ‘A controller that uses both arm and hand to control it.’
(Gregorin, 2015). My controller design can do even more than other controllers because it allows the player to control two
different movements at the same time with just one of their hand and arms. This is very beneficial because it allows players
to use all their fingers on one hand to for all the buttons. In a first person game especially this helps provides a more natural
feeling to the game. The player can aim moving their hand around and then move their character using their arm. This
allows the player to feel more in control of the movements and viewing in a game. I found for some people using a regular
controller provided restricts them from being able to do certain tasks in a game that someone can do in real life. My
controller allows for more lifelike reaction times. Once players give my controller a try, I’m sure they will enjoy the
experience.” - Francis Gregorin
27. State and Defend Design Assumptions
- Nicholas
“‘Cross platform technology could have terrific accessibility benefits due to the alternative modes that games would
introduce’ (Glinert, 2008, p. 38). This quote directly links the relationship of how I feel about games in general and how
controllers should be multi-platform capable. My core accessibility design statement states, “A controller that meets the
needs of ANY GAME.” (Nizinski, 2015). Not only does my passion for games bring me here but it also helps me understand
the importance of making games and controllers accessible for everyone. When I say, “ANY GAME”, I mean that any game
on any console can benefit from the use of this controller. I am personally a hardcore PC gamer and have stayed away from
certain games from consoles due to the lack of the precision a mouse delivers. This controller completely demonstrates
how my core accessibility design statement can be used for anybody. For someone like myself, I would use this controller
to gain access to play games with my friends that I normally cannot do. This is due to the motion sensor acting like a
mouse for me. The importance is to focus on those with only one hand but, this also acts as a device for anybody. With that
said, I feel this helps the target audience grow in a way that, one hand accessible players and PC gamers have a way to play
games in general on consoles.” - Nicholas Nizinski
28. Descriptions of Three Games and Control
Layouts
In this part of our presentation we will talk about three different games on three
different consoles. We will go over each of the game's controls on the different
controllers they all use and convert the layout for our controller. Each of the three
games is from a different genre and the layout can be converted to games of the
same type.
29. Counter-Strike: Global Offensive (PC)
Valve’s Counter Strike: Global Offensive is a very popular first-person shooter on
the PC. The game features a very standard layout of buttons and is a good
reference to grab the controls for our controller. This should also be a way for
users to setup the controller for first-person shooters on consoles as well. This is
one of the only games like this that features an economy system with a radial buy
menu. There is controller support built into the interface already so it would be
very simple to convert our controller for this game. The controller support works in
a way that the user selects the action then it prompts the user to hit which key
they would like to use.
30. Counter-Strike: Global Offensive (PC) (cont.)
Button Layout for Counter-Strike: Global Offensive:
Q - Quick swap to last weapon
W - Move forward
E - Use button (i.e. open doors, pick up weapon)
R - Reload
A - Strafe left
S - Move backwards
D - Strafe Right
Tab - Show score screen
Left Shift - Hold to walk
Ctrl - Hold to crouch
Spacebar - Jump
F - Inspect held weapon
G - Drop current weapon
1 - Primary weapon
ESC - Game menu
2 - Secondary Weapon
3- Knife
4 - Grenades
5 - Bomb
Z - Team Commands 1
X - Team Commands 2
C - Team Commands 3
Tilde Key (`,~) - Console
B - Buy menu
(Turning Point Technology, n.d.)
31. Counter-Strike: Global Offensive (PC) (cont.)
Left Click - Fire weapon
Right Click - Secondary weapon function (i.e. zoom)
Scroll Up - Cycle weapon forward
Scroll Down - Cycle weapon backwards
Mouse Optical Lens - Aiming
(techkn@ack, n.d.)
32. Counter-Strike: Global Offensive (PC) (cont.)
Our Controller Layout:
Analog Stick - Move stick forward to move forward, stick back to walk backwards, move stick right to strafe right, and move stick left
to strafe left.
Motion Sensor - Aiming
Right Trigger - Shoot weapon
Left Trigger - Reload
Right Bumper - Use button
Left Bumper - Bomb
Select - Show score screen
Start - Game menu
D-Pad Up - Primary weapon
D-Pad Down - Secondary weapon
D-Pad Left - Knife
D-Pad Right - Grenades
Foot Button 1 - Quick swap to last weapon
Foot Button 2 - Jump
Foot Button 3 - Buy menu
Foot Button 4 - Hold to Crouch
Foot Button 5 - Hold to walk
Analog Stick Pushed In - Secondary weapon function
See Figures 17, 18, and 20.
33. Counter-Strike: Global Offensive (PC) (cont.)
A few buttons were left out on purpose as they are not completely needed to play the game. The cycling of weapons is not needed as
you can easily access all of the weapons through the use of the D-Pad. The inspection button is not needed because it is more of a
cosmetic look of your weapon and does not qualify the necessary use of a command in the game. The only thing that is missing is the
voice communication button as it is a button that is unique to each player. Each button is fully customizable to the player and they
might find some buttons that we laid out to not be needed. An example of this is to remove the quick access of weapon swapping on
the D-Pad to a cycle system, found on the mouse wheel, and open up the right and left D-Pad buttons to enable voice communication.
The buy menu is a radial buying system so, once in the buy menu, the user can simply rotate the stick towards what they want and
select the weapon by using the shoot button. Also, swapping back to the main buy menu screen, the user can simply hit the reload
button. The bomb button is not a primary button used in the game as only the terrorist team has control of the bomb. So it being used
by the user’s pinky should not be an issue at all because it is not something that needs to be constantly pressed.
34. Counter-Strike: Global Offensive (PC) (cont.)
This is a picture captured from in-game
and shows the radial buy menu. This is
used for the players to purchase
weapons at the start of each round.
(Nizinski, 2015)
35. Counter-Strike: Global Offensive (PC) (cont.)
(Nizinski, 2015)
This image shows the default
controller setup which can be
easily modified by the user. This
menu can be found by hovering
over the options button, found at
the top of the screen, and hitting
the shoot button to confirm.
36. Batman: Arkham Knight (PS4)
Rocksteady’s Batman: Arkham Knight is the latest installment in their popular
action adventure series featuring the DC Comics superhero. This is a good choice
due to the popularity of both the source material and the series as a whole. This
game also gives us a degree of variety with the introduction of the Batmobile to
the series. So not only will we convert the basic controls for controlling the
Batman character, but we will also convert the Batmobile pursuit and battle modes
for our controller. The core mechanics even involve traversing the world, fighting
enemies, and solving crimes; both in and out of the batmobile.
40. Batman: Arkham Knight (PS4) (cont.)
Our Batman Controller Layout:
Analog Stick - Move
Motion Sensor - Move Camera
Right Trigger - Grapple
Left Trigger - Aim Gadget (Hold)/ Quickfire Batrang (Tap)
Right Bumper - Enter/Call Batmobile
Left Bumper - WayneTech
Select - Share (Playstation)
Start - Pause Menu
D-Pad Up - Detective Mode (Tap) / Scan Riddle (Hold)
D-Pad Down - Gadget Select
D-Pad Left - AR Challenges
D-Pad Right - Mission Select
Foot Button 1 - Crouch (Hold)
Foot Button 2 - Run (Hold)
Foot Button 3 - Strike
Foot Button 4 - Counter
Foot Button 5 - Cape Stun
Analog Stick Pushed In - Zoom
Analog Stick + Button 2 + Button 2 - Evade
Left Trigger + Button 3 - Quickfire Explosive Gel
Left Trigger + Button 4 - Quickfire Batclaw
D-Pad Down + Start - Home Screen
See Figures 17, 18, and 20.
41. Batman: Arkham Knight (PS4) (cont.)
Our Batmobile Pursuit Mode Controller Layout:
Analog Stick - Steer
Motion Sensor - Look Around
Right Trigger - Battle Mode (Hold)
Left Trigger - Accelerate
Right Bumper - Exit Batmobile
Left Bumper - WayneTech
Select - Share (Playstation)
Start - Pause Menu
D-Pad Up - Cycle View
D-Pad Down - Cycle View
D-Pad Left - AR Challenges
D-Pad Right - Mission Select
Foot Button 1 - Unused
Foot Button 2 - Eject into Glide (Double Tap)
Foot Button 3 - Brake/Reverse
Foot Button 4 - Afterburner
Foot Button 5 - Tracker/Immobilizer
Analog Stick Pushed In - Look Behind
Analog Stick + Button 2 - Side Swipe
Analog Stick + Right Trigger + Button 3 - Power
Slide
D-Pad Down + Start - Home Screen
See Figures 17, 18, and 20.
42. Batman: Arkham Knight (PS4) (cont.)
Our Batmobile Battle Mode Controller Layout:
Analog Stick - Steer
Motion Sensor - Look Around
Right Trigger - Pursuit Mode (Release)
Left Trigger - Vulcan Gun
Right Bumper - Exit Batmobile
Left Bumper - WayneTech
Select - Share (Playstation)
Start - Pause Menu
D-Pad Up - Scan
D-Pad Down - Unused
D-Pad Left - AR Challenges
D-Pad Right - Mission Select
Foot Button 1 - Unused
Foot Button 2 - 60mm Cannon
Foot Button 3 - Drone Virus
Foot Button 4 - EMP
Foot Button 5 - Missile Barrage
Analog Stick Pushed In - Zoom
Analog Stick + Button 1 - Dodge Thrusters
D-Pad Down + Start - Home Screen
See Figures 17, 18, and 20.
43. Batman: Arkham Knight (PS4) (cont.)
The DTS Controller is an improvement on the existing controls as it gives users a
pedal system for the Batmobile. While the acceleration isn’t placed on the foot, the
brake and afterburner are. Additionally the player users the foot controller to
combination with the hand controller to side swipe and power slide. The battle
mode setup is designed to put less weight on the player’s hand and arm in the
aiming process. The primary cannon you will be using to combat other vehicles
will be the 60mm cannon and it is placed on the foot controller. The Batman
controls also benefit from similar functions are the core combat experience is
moved to the foot controller so the player can worry about moving, looking, and
quickfire functions with their arm and hand.
44. Forza Horizon 2 (Xbox One)
Forza Horizon 2 is the seventh in a line of games developed by Microsoft Studios.
In this game the cars raced by players are based on real top of the line cars in
production. You are able to drive around a large map and find racers to play
against. You are also capable of collecting other cars to add to your collection.
The game is designed to simulate real world traits. Weather, tire traction, handling,
and many other features are designed to be as lifelike as possible. Collision
damage and repairing is also part of the game, to illustrate consequences for
performing poorly.
46. Forza Horizon 2 (Xbox One) (cont.)
Foot Button 5 - Unused
Analog Stick Pushed In - Unused
D-Pad Down + Start - Home Screen
See Figures 17, 18, and 20.
Our Controller Layout:
Analog Stick - Steering
Motion Sensor - Free Look
Right Trigger - Activate E-Break
Left Trigger - Unused
Right Bumper - Rewind
Left Bumper - Cycle Radio
Select - Map
Start - Pause
D-Pad Up - Photo Mode / Leaderboard
D-Pad Down - Change Camera
D-Pad Left - Cycle Telemetry
D-Pad Right - Toggle Telemetry
Foot Button 1 - Break
Foot Button 2 - Gas
Foot Button 3 - Unused
Foot Button 4 - Unused
47. Forza Horizon 2 (Xbox One)
This racing game will work perfectly with the design of our controller. The
footboard, which features two angled buttons, allows for the gas and brake pedals
to be close to the actual experience of driving. The motion sensor would allow
players to look around them, or they would have the option of changing it to the
thumb stick. The hand controller would also be capable of giving options like
camera views and other essential actions.
50. Tester’s Thoughts
“The handheld controller feels small in my hand. I am afraid that it will fall out of my hand when playing games.”
“The joystick at the top of the controller felt like I was holding a bomb detonator like in the movies.”
“The pedal control felt just like driving a car so it is very comfortable.”
“Standing up and playing with controller was a little more difficult due to thinking that the board would break under my
weight.”
“Overall I think I would need some time to get use the controller but it is a nice controller if I only had one arm.”
51. Post Mortem - What Went Right
Our initial designs, due to our assignment requirements, matched up very nicely. We were able to easily implement all of our
ideas easily into one controller, though there were obviously changes made over time. Everyone was able to provide
feedback, and the team really worked well together.
Everyone quickly found where they fit into our project (though we all mostly ended up in jobs different than our “titles”).
Jonathan did the engineering design, using Nick’s and Zach’s design as a template. Nick and Zach did the presentation
work. Chris created the prototype and gave us a chance to see a physical copy of what had been in our heads or on our
screens, as well as supported other teammates as needed. Francis was available and helped between all the other jobs,
and supplied logistical support. While doing this, our entire team offered ideas and suggestions to make this the most
accessible product we could create. There were some times where people felt passionately about an idea, but those
situations were quickly resolved, and work resumed.
Overall it was a great team that worked together wonderfully
52. Post Mortem - What Went Wrong
Early on in the week Jonathan was unable to participate due to a family emergency. Since this project was based on
individual assignments, this put our team a day or two behind schedule. When we finally were able to all begin in earnest,
our initial plan was to develop a single handheld controller, since this was the industry standard. After our planning phase,
we realized while developing the controller that we had difficulty in comfortably hitting all the buttons we needed due to
spacing issues. We attempted to rearrange our design without success. We then realized that Zach’s foot controller would
be a great addition to our current design.
We had a few disagreements on the spacing for the second controller. Due to varying body types in our team, we were all
more comfortable with different space settings. Where one person wanted more spacing between buttons, another feared it
would cause too much leg movement. We finally realized that by creating angled “pedals”, the spacing was less of an issue.
We briefly discussed how angled the buttons needed to be to prevent people from stretching too far, and then we were able
to move on.
53. Post Mortem - What Went Wrong (cont.)
Another debate arose when we realized our controller did not have a "home button". A lengthy amount of time was spent
trying to comfortably add another button to our design. Placing it on the foot controller was finally decided against due to
our inability to lay out an additional button which could be reached comfortably. We thought the hand controller offered little
spacing for another button. We finally decided that pressing the down analog button and “Start/Options” buttons, would
open console’s home button.
Our final major hurdle was how the controller would be programmed. Several options had been discussed, but we finally
came up with the possibility of the controller being able to be configured on apps available on each console. Until then, we
plan to have the controller layout set via the PC/Mac connection. It would come preset with a default button design so that
even those without a PC or Mac would be able to use our product.
54. Post Mortem - What Was Learned and Improved
We as a team learned to quickly adapt to new situations. Though we had titles we’d set early on, we realized that
sometimes things change, and you must stay on your feet. For example, while the Producer was focused on the engineering
and the Assistant Producer was focused on creation of the presentation, the Editor redirected his attention to ensuring
everything was being completed.
We also reinforced our need to know our breaking points. There were a couple of times, due to time constraints and
setbacks; we were focused to focus everything we had to our project. We all agreed this is part of the industry, so we
ensured there were times we stepped away from work for a short time to help us not get burned out on our project.
55. References
Furnas, J. (2015). Week 1: Controller Design Discussion. Unpublished assignment, Full Sail University
Nizinski, N. (2015). Week 1: Controller Design Discussion. Unpublished assignment, Full Sail University
Taylor, Z. (2015). Week 1: Controller Design Discussion. Unpublished assignment, Full Sail University
Gregorin, F. (2015). Week 1: Controller Design Discussion. Unpublished assignment, Full Sail University
Glinert, E. M. (2008, November 13). The Human Controller: Usability and Accessibility in Video Game Interfaces [PDF
Document]. Retrieved from DSpace@MIT Web Site: http://dspace.mit.edu/handle/1721.1/46106#files-area
Bierre, K., Chetwynd, J., Ellis, B., Hinn, D. M., Ludi, S., & Westin, T. (2005). Game not over: Accessibility issues in video
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56. References (cont.)
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Taylor, Z. (2015). Batman: Arkham Knight. Screenshots captured on 2015, October 12.
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57. References (cont.)
McGloin, R., Farrar, K. M., & Krcmar, M. (2011). The Impact of Controller Naturalness on Spatial Presence, Gamer
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