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My role in creating Space Bouncer: Game Direction, Level design, UI/UX design, 2D Art(Character, Environment),  2D animation, Product Design, 3D printing.

As a research project in Keio University, Space Bouncer explored innovative ways of computer-body interaction and combined the power of "PLAY" .

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Gameplay

Space Bouncer is a 2D platformer game where the player needs to jump upwards, getting power-ups while dodging enemies and traps. Players will interact with the game by lifting dumbbells. The game is designed for a full session of muscle training, with 3 unique levels.

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The Hardware

We developed armbands that integrated EMG sensors. EMG sensors can read the electric signal change in human muscle when a contraction happen. By adding a Bluetooth module, we can read the signal from EMG sensors, which gives us the data when the player lifts a dumbbell. We use this as the game input.

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This can also help people with disabilities to enjoy our game, we have tested the game with people who lost their forearm, and they can play the game just by muscle contraction.

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Bio-Connection

So, why are we using EMG instead of an accelerometer? Well, during my study in Embodied Media Lab, Keio University. I came up with a concept that I call "Bio-connection". I want to integrate human bio-data into gameplay. By using EMG sensor, we are exploring a mechanism that enables the player's virtual avatar's ability to grow according to the player's muscle strength growth. Thus we can create a bio-RPG concept where as players become fitter, so does the character.

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*To know more about the research and concept, here you can download my master thesis, a research on active gaming.

Design

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I designed levels, characters, enemies, items, environments, UI and animation.

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