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Vampire Slayer
Development Summary
Vampire Slayer started with a playful mechanical idea: building something in the spirit of
Whack-a-Mole, but translating that energy into a handmade interactive object. The early stage of the
project involved experimenting with motors, structure, and physical movement until the setup became
stable enough to support repeated play.
How It Works
Players use their phone flashlights as the main form of input. When light hits one of the vampire
heads, sensors detect it and trigger the mechanism that lowers the head back into the structure. That
interaction gave the piece its rhythm and made the technology feel direct and easy to understand.
Build and Visual Direction
The project moved from rough styrofoam tests into a more resolved cardboard build supported by
micro:bits, motors, and hand-made components. I contributed materials for the structure and focused
on the visual side of the project, especially the red-and-black vampire theme that tied the
mechanics, atmosphere, and presentation together.
Reflection
This was a strong learning experience because the physical system needed a lot of adjustment before
it behaved the way we wanted. Working through those challenges made the final result feel even more
rewarding. If I returned to it, I would refine the mechanism further and push the theatrical feel of
the game even more.