Session 05 : Alt.Ctrl Workshop

Alt.Ctrl (alternative game controllers) lets you build or repurpose physical objects to drive gameplay through bodily movement. Your creation can be custom‑built hardware, repurposed everyday items, or even screen‑free physical installations. Alt.Ctrl works are widely featured at leading global exhibitions including alt.ctrl.GDC, A MAZE. Berlin and BitSummit.
No prior electronics or game‑development background is required. What matters most is your creativity and willingness to collaborate. Working in teams of 2‑4, you will go from concept to an exhibition‑ready playable prototype.
【What you will learn】
【Highlight Opportunities】
【Event Info】
Guest Mentor
Xiao Tan · Senior Adjunct Teaching Associate, NYU Shanghai
[email protected] · www.xiaotan.me
Studio Phase: Sep 5, Sep 12, Sep 19, Oct 17, Oct 24, Oct 30, Oct 31 (GDC submission target)
Build Week (self‑directed work with online mentor support): Sep. 20‑ Oct. 16
Final Showcase: Nov. 27
Session hours:10:00 AM - 17:00 PM
Location:LIB 1030
Register now👉 : https://duke.qualtrics.com/jfe/form/SV_7TLIHLSKURCESKG
Team size: 2‑4 members per group
Capacity: Limited to 20 people
Eligibility: Open to all DKU students (no experience required)
【Course Schedule Overview】
Day 1‑3 · Foundations and Connection Tech
- Alt.Ctrl case studies; present HID modification works; hands‑on training for soldering, IMU sensors, Unity serial communication and OSC workflows
- Build minimal playable prototypes; master how physical hardware drives in‑game logic
Day 3‑4 · Lock your idea
- Learn Unreal Engine and version control; finalize team concept and project pitch
- Achieve stable sensor integration to control in‑game behaviours
Build Week · Independent Project Development Phase
- Self‑directed group development with online mentor support;deliver a fully integrated hardware‑game prototype
Day 4‑5 · Give it a body and a look
- Deliver project proposal presentations and study physical‑form design principles
- CAD modelling, 3D‑printing & laser‑cutting to transform breadboard prototypes into finished controllers; iterate art assets with Blender and Niagara VFX
Day 6 · Make it playable by a stranger
- Narrative‑design workshop using Twine / Inform7
- Build UI/UX player onboarding and menus for zero‑explanation public‑facing gameplay
Day 7‑9 · Playtest, Document & Showcase
- Full‑project debugging, game packaging, and produce exhibition‑ready assets for GDC submission
- Robustness testing of physical installations; present finished projects at the public Maker Faire showcase