PHYSICAL COMPUTING · GAME DESIGN

Mosquito Havoc

By flipping control and embracing inefficiency, Mosquito Havoc turns awkward movement into empathy and humor.

Role

Physical Computing & Visual Design

Team

3-Person Team · Game Dev & 3D Art

Timeline

Mar - Apr 2025 · 5 Weeks

Toolset

Unity · Arduino · GitHub · Adobe CC

Mosquito Havoc game and physical installation

Curiosity

After reading Queering Control(ler)s Through Reflective Game Design Practices by Jess Marcotte, we began exploring how interaction design could challenge the usual expectations of efficiency, control, and comfort.

Objectives

  • Design a queer left-right control system.
  • Build an open, accessible installation.
  • Turn glitches into part of the play.

Inspiration & Research

Games like Taiko are about rhythmic movement, balance between control and chaos. While Who's Your Daddy? is about asymmetrical challenge (protect vs disrupt). Mosquito Escape, a wearable-controller game project, clarified my decision not to use wearable interfaces.

Taiko  game references
Taiko
Who's Your Daddy game reference
Who's Your Daddy?
Mosquito Escape wearable-controller game reference
Mosquito Escape

Concept Statement

Players embody a restless mosquito. Instead of protecting the baby—or pressing buttons or wearing wings—they flap their arms to fly and sting the baby, turning physical discomfort into playful absurdity. The game asks: “What if control felt unstable, emotional, and shared?”

Key Process Stages

01

Graphic Design

I created the visual identity in Adobe Illustrator, balancing bold simplicity with a touch of absurd humor to reflect our playful tone.

Mosquito Havoc logo and visual identity

02

Sensor Research

For one iteration, I tried force and ultrasonic sensors, but I found that the IR break-beam was the most responsive and intuitive for contact-free control.

Force, ultrasonic, and IR break-beam sensor research

03

Low-Fidelity Prototype & Testing

I replaced Unity's keyboard input with an Arduino IR-sensor prototype and used cardboard tests to tune spacing and flap-to-movement response.

Arduino IR-sensor prototype

04

Installation Setup

I built a soft, playful installation with fabrics and plush toys, echoing the Unity scene's pink-blue palette across physical and digital space.

installation setup

05

Level Design & Physical Adjustment

I refined object placement in Unity and adjusted sensor positions in the physical space to better guide player routes and improve detection.

Mosquito Havoc level design in Unity and Physical Adjustment

Final Outcome

Instead of optimizing control, we designed friction. By flipping control and embracing inefficiency, Mosquito Havoc turns awkward movement into empathy and humor. Players feel the mosquito's futile struggle: flapping desperately to move only a little forward.

Core Mechanics

Arm gestures control movement: right arm → fly left-forward, left arm → fly right-forward, both arms → fly forward. Fans repel the mosquito when approached, while furniture obstacles alter or block the flying path of the mosquito.

Mosquito Havoc gameplay Player controlling Mosquito Havoc through arm movements

Reflection

This project taught me that failure can be performative. Each bug and misread gesture became part of the game’s rhythm. It showed me the power of queering interaction—breaking conventions to build inclusive experiences that turn frustration into laughter and connection. Collaboration also made the unpredictability rewarding, as we iterated and improvised together.

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