Video summary
Jean Cabral, a lecturer from Lisbon with a background in computer science and indie game design, shares his unique approach to teaching alternative controllers within the video games curriculum at Lusófona University. His course is built on the vision that repurposing discarded electronics can help students stand out in a saturated industry by developing niche skills. The class begins with a two-week intensive module where students visit university dumpsters and local flea markets to source broken devices like old telephones, alarm clocks, and kitchen appliances. Instead of starting with expensive new hardware, the group dives into "dumpster diving" and scavenging for interactive junk, fostering a creative environment where even burnt-out components are celebrated as opportunities for experimentation rather than failures.
The pedagogical strategy focuses on adapting these found objects to create meaningful gameplay experiences that integrate physical actions directly into the game mechanics. Students learn to hack everyday items by adding sensors, buttons, and LEDs, often designing games without screens to emphasize audio and tactile feedback. Cabral encourages teams to design projects that match their specific strengths, whether that means focusing on art and electronics or coding, rather than forcing everyone into complex technical challenges. A key insight from this process is the shift from traditional controllers, which aim for transparency, to alternative interfaces where the method of play becomes an intrinsic part of the game itself, bridging the gap between digital games and physical playground activities like tag or hide-and-seek.
Beyond the technical aspects, Cabral emphasizes a supportive grading system that values the learning process over polished results. He explicitly tells students that their projects are prototypes and proofs of concept, relieving them of the pressure to create perfect products in just two weeks. The course rewards effort, iteration, and even "faking" functionality if it provides the same user experience, ensuring that students do not feel they are wasting time when painting a dollhouse or repairing a toaster. By treating the physical world as an augmented reality space and repurposing electronic waste, the class not only teaches game development but also promotes ecological awareness and low-tech creativity, resulting in diverse projects ranging from detective mysteries using phone books to intergalactic cooking shows that have been showcased at major industry events like GDC.
Read the full video transcript
Settle down, settle down, settle down.
Um, so hi everyone. Uh, thank you for
being here and thank you for having me.
Uh, so my name is Jean Cabral. I, um,
yeah, and this is the talk. It's like
teaching auto. You probably knew it.
Yeah. So, it's about teaching out
control and learning playfulness because
I'm a teacher back in Portugal as I'll
mention in a sec and I teach a course a
class on actually two classes but I
teach um two classes on alternative
controllers and um this is talk is a bit
about what we're doing and um what we um
yeah the results we've had what's been
happening in Portugal um yeah and some
insights about the whole thing cuz I
honestly at the time didn't don't really
well I still kind of don't have a clue
do what I'm doing. So, um, we're kind of
learning. It's a learning experience for
me as well. Um, so like I said, my name
is John Cabral. I come from Portugal,
Lisbon. Um, I like to put LEDs on stuff
basically in my personal time and my uh
freelance work. I work partly as a um as
a uh freelance artist, digital artist.
Um, I come from a computer science
background, but I I'm kind of sick of
computers, so I take every chance I can
get to uh get my arts and crafts um
done. Um, yeah, I was a coder and a game
designer for for a while um at in a
video games indie studio company called
Nerd Monkeys. Um, yeah, that didn't go
very well as you can imagine. Uh
and um yeah and for the last five six
years I've been lecturing at Luzafne
University in Lisbon. Um
and it's really funny how I got there
because uh basically what happened is
what was that I met Philipe Luj. He's
the director of the video games course.
Um and um we met at the global game jam
a few years ago and I well I have kids.
I have twins. At the time they were like
three and I was like all right I'll go
to a game jam and I went to Luzafna
because a friend of mine is also
teaching there a friend of mine from the
industry and I was tired cuz I had twins
like I said uh they were 3 years old at
the time and um so I didn't want to code
so I brought all my electronic junk leds
and buttons and all that kind of crap
and um and Philipe was like oh I'm sorry
I'm not going to participate this year
because I just came from a conference
from abroad my family um but but He
didn't resist and and he ended up
teaming up with me and with my friend.
Um and we did like this crazy Yeah. So
he brought his Vespa motorbike into the
classroom and we did an escape room kind
of game where you had to open up the
lids of the bike or do some solve some
puzzle game on the brake handles and
things like that. Um so it was a nice
introduction and after that Philip
um invited me to teach alternative
controllers and so I'd really like to um
point out that what we're doing back
back home in Portugal is really um
comes from the vision of Philip's v
vision that something like alternative
controllers is actually useful in a game
development course. um which is which I
kind of feel like it does because it's
the video games industry is very uh
packed very um has a lot of people
wanting to do games and a lot of games
selling and so it's hard to make
yourself noticeable and using this
alternative controller since it's a
niche um you can really kind of do your
thing and be a bit more visible um
yeah so um as you can imagine we started
out so I have no background in teaching
um and I actually don't have a much
background in electronics and stuff. I
do at the time I did some things at a
personal level but I'm not like um I
came from a computer science purely
software um type of course. Um so as you
can imagine we started out with
cardboard arts and crafts mostly. Um
then
we got to the point where well it was
nice but students were spending a lot of
time doing the cardboard and not doing
the actual games cuz you need you want
to put buttons and sensors but then you
need to put them somewhere. So we
started by cardboard and it was really
um a lot of effort and lot big time
consuming and so we start then we had
the idea of going to Zno's junkyard
dumpster diving. Yes. So this is within
the university as any big um
corporation. I guess it's a private
university but as any big thing um it
has a big dumpster and um and yeah so we
started dumpster diving and we started
adapting adapting rubbish basically. So
this is like an IKEA grater that was
thrown away and someone picked it up and
someone made um some my students made a
a fishing game out of it. Um
yeah. Um but uh we
eventually we kind of realized that what
provided the best games and the best
interfaces for games was actually
discarded devices that we found. So we
did a whole semester just based on old
telephones. So we hacked them. We like
we opened them up, put an Arduino
inside, go get the keypads and go get
the lifting and and putting down the the
the receiver. And then we hacked the the
tiny uh the speaker on on the phone.
Well, the microphone as well, but it's a
bit more difficult to to use. Um and
yeah, we did a whole semester about just
using five or six of these telephones.
Uh there was actually a very cool game
in which you used a real, it was a
detective
murder mystery game and you used a real
phone book. So you go to the phone like
you would get an audio saying oh yes uh
you have to call the jewelry store
called whatever and you would have to go
to the to the phone book find the
jewelry store find the number type in
the number and then you receive the next
audio to progress in your in the story
line.
>> Yeah. So that that came through the
suggestion of that
that were the students making a game and
then you kind of it's cool cuz I get to
learn through the through what the
students make and it has been like this
progression of all right I'm teaching
about this but actually I'm also finding
cool ideas and cool stuff about what
what we're making. So so it's really
fun. Um yeah uh so what we currently are
doing so yeah so the problem sorry
spoilers so the problem was that uh when
we're dubster diving it really depended
on the season so if they were uh if at
at the university there were uh
dismantling this uh weird electronics
room or some biio medical room. We had a
lot of good stuff to work with, but
sometimes you went there and there just
wasn't enough things uh useful to make
games. Um, and since we wanted to
discard the devices, um, what we're
doing now is actually go to Luzna to
Lisbon's biggest flea market. It's
called the Thieves Market actually. It's
very dear to my heart cuz that's where I
went as a child to buy N64 secondhand
games. Um, so I really like it a lot.
And so we take students there. Um each
student takes €5 in their pockets. Yes.
And we get there and they're looking out
for for junk and for well the same junk
for junk and interactable devices. Yes.
So we find a lot of secondhand stuff. Um
many of them have buttons and they have
interactability on them. So that's what
we're going for. Um, we find some, um,
purely mechanical stuff and they're
really hard to hack, but some students
are really drawn to that kind of stuff.
Um, we find obviously the junk I I I'm
sure you'll find here um, and a bit of
everywhere as well. Um, some some things
are like really really weird. You can't
really tell what they are, but they're
um, yeah, but they're interesting. And
we find some things which which are just
like too expensive. Although like
they're really
So this is a fan, alarm clock, radio,
and light um all at the same time. Uh
but they were asking for like Yeah, this
was really expensive. So just just we
didn't bring it.
>> Sorry.
[laughter]
>> Yeah, it's in the the next version. Um
all right. So this is um so I got two
students, they take €5, they take
photographs of stuff, they gang up to
buy things. Yeah. Because things are
usually more than €5. They group up.
They buy the things and they we bring it
back to class. And this is how the class
looks like. So um my class is actually
done in the first two weeks of the
semester where no when no other classes
are taking are going on. So that's
really good cuz the students are really
focused on my thing. And also we can
make the rooms a mess and leave them a
mess and just clean up at the end cuz
that was also like a big a big thing.
Always having to clean up at the end of
each class was really really
timeconuming. Um yeah, and so it's a
twoe class and during the first week uh
basically we're just taking objects
apart and finding out what they are and
what we have inside because and um and
this is a really challenging week for me
because um you you really honestly don't
know what you're going to find. Well, in
most some cases you do, but you don't
know what's on the inside. Um and
sometimes things don't work as you
thought they would. And so
you really have to adapt and adjust to
the objects that the students got. And
so this first week is really challenging
cuz we're figuring the objects out.
We're okay, how can we make a actually
you know what alternative controllers? I
mean anything you look at in this
festival is an alternative controller.
So I think all right and yeah um yeah so
first week we're just taking the objects
apart figuring out what to do with them
and I my job is to suggest and to tell
students all right maybe this will be
easier this won't be as easier uh
because I'm also um during this first
week I'm introducing them to electronics
and Arduinos and digital electronics um
cuz they don't know any of this stuff
when I before these two weeks so this is
like the introductory class to Arduinos,
electronics, and physical computing.
Yeah. Um, yeah, it's also important to
have a box of electronical components.
Um, because what students can do with
the objects and what kind of games they
can make really depends on what you have
available. Uh, we just have the basic uh
stuff. It's really fun cuz once in a
while um you'll find a new part and it's
like, all right, this is really good to
make this kind of stuff. And now we buy
a bunch of it. So, um yeah, just basic
electronics, uh color sensors, distance
sensors, light sensors, uh buttons,
knobs, toggles, just just the basic
things. Um especially cuz they're
students and they're going to um break
some stuff. But but I usually tell them
that if they if they burn some if they
if we have smoke, like that student will
get an extra grade because it's it means
they're trying and they're messing with
it. Yeah. They're not afraid of
experimenting. Um yeah, I teach them how
to solder obviously cuz that's an
important part. It's really fun. Um cuz
they're not really expecting it. Um oh,
it's um it's a video games development
course, by the way. I don't know if I
mentioned that. Um yeah, and so and they
start to integrate electronics into the
devices, right? So they have to hack the
objects themselves. I really help out a
lot in this first week. But the idea is
that they're
they have to think about what they want
to do with the objects in order to hack
them. Because I always give this
example, if you have a toaster and if
you're hacking a toaster to make a game
out of it, you need to know what kind of
sensor you need, right? You might want
to put several types of bread in. So you
need a bread detector of some sorts. All
right? So maybe each slice can be of
different breads can be a different
colors and we'll use a color sensor for
that. Or maybe not. We'll do use
something else. Maybe the toast
themselves have LEDs because you want to
show if it's burnt or not. So, it really
depends on what type of game. So, how
you hack the objects depends on what
game you're building. So, the first week
is about what they're doing and figuring
the thing out.
Um, and come up with solutions for for
when they choose objects that actually
don't aren't very good. Um, so this is a
tough one. Like a short roulette,
anything that's that's um moving around,
rotating is really really hard. So yeah,
but they they they found it out. Um, and
by the end of the first week, I always
ask for a game design document of some
sort. Um, yeah, this is never mind the
picture. This is not the document, but
um
yeah, because it's nice to have students
think through what they want to make and
have that on paper cuz then at the end
when they turn up with something
completely different, we can go like,
okay, what happened from there? Like how
how did this process happen? Um, and
it's and it's nice to put some Yeah,
it's nice for them to put on paper cuz
cuz then they have a guide when they
forget what they're doing, they can
always go back to the document and kind
of remember. Um, all right. And then in
the second week, I'm kind of I'm kind of
on holiday. I'm not really on holiday,
but then it's up to them. So, at the end
of the first week, we have a device with
a we should have a device with a USB out
and possibly an audio audio jack. And
they usually since they use Unity mainly
on the on the on on the course for
development um they connect we connect
the devices through USB to the computer
and then I suggested them to develop the
game in Unity not purely on the
microcontroller. Some do but um it's
it's up to them to figure it out. Yes.
Because that way they can use whatever
environment they want um and and and
make the games. Um yeah and so that in
the second week it's more chill for me.
Uh not for the students obviously. Um
but for me I can kind of uh just go
around and see if everything's going
okay. If they have problems they'll
always have problems with electronics.
That's one of the key takeaways from
this talk. You'll see in a sec. Uh let
me just check on time cuz All right,
we're good. I think. Um so, um yeah, and
by the end of the second week, they
should deliver a weird game. Yeah,
that's that's that's that's that's how
we do it. Um
>> Yeah. and this two week the fact that
they're not uh taking any more classes
is really is really helpful with this
because they're really just focused on
this and doing this thing alone and
really makes them um more yeah they have
more dedication to it. Um all right and
I have some examples of some games that
were developed by some international
students. So I do this class not only
for national BA but also for the
international masters. Um so these are
students from um all over the world that
do this that develop these games uh with
Yeah. in my classes. Yeah. Play some I
think it's three of them.
[music]
>> [music]
>> Heat. Heat.
[music]
>> [music]
[music]
>> Don't make me angry, darling.
[music]
Is that sad?
Remember this means we are going [music]
to be together forever. I love you so so
much, darling.
>> Hello, [music] I am Connor from uh
Ireland.
>> Hi, I'm Fina from Germany.
>> Hi, I'm Leia from Russia. [music]
>> I'm Lucia from Singapore.
>> Hi, I'm Mortaza. I'm from Pakistan. And
we are not Nobody. So, we made a game
called Nobody If You Treat. Of course.
>> So, yeah. Then then they're going to
explain the game and also I'm going to
skip that part. Um, all right. The Echo
Terminator 2000.
[music]
>> [music]
>> Yeah. And I have one more, I think. Um,
yeah, most of your face.
>> [music]
[music]
>> Okay.
[music]
>> Okay.
Um, all right. And, uh, I'd like to give
a shout out to these guys. Hold on. It's
for them. For them. I'd like to give out
a shout out to these guys cuz they, um,
all of them like these international
international master students. They
really took the thing to a whole
different level cuz their games are
really good. And actually, we um,
Yay. Sorry, I did that. All right. I'll
just tell it. So, we we did an
alternative. Some of the games, some of
these games you saw, the one in the
mannequin head, it was accepted to GDC.
So, they were showing off at GDC.
Although, since I've been here um for
the last two days, it's the first time
at EMF. I think this would be a more uh
suitable place to show some of those
things. So, hopefully um something will
come out of that. Um all right. So, I
still have um um so that's what we're
doing. And uh I have some uh some
insight I've come across while teaching
that I think might be interesting. I
don't know if any of you is teaching or
is teaching related. Yeah. All right.
Anyone else? All right. Um yeah. So this
I don't know if your teaching is related
to this kind of stuff as not but well
hopefully something's useful out of
this. All right. So the first and I
think the main insight I've got so I
don't come from a video well I come from
video games background kind of but not
from alternative controllers background
um and I'm not a researcher of any kind.
So my these insights are just that
they're insights that I've had over the
few over the last years while teaching
um because of the things that happened
in the way. So um the first I think the
main biggest or one of the biggest
insights or more interesting one is
about how we play games. So um we um in
traditional video games um this is my
kids actually. Well in traditional video
games um the way you play doesn't really
matter for the game. So the playing the
game, the a physical actions you take
while playing of using a controller, it
should be transparent. If it's well done
when it doesn't get in the way cuz we
humans have this cap amazing capacity of
expanding our body. So when you're using
a hammer to nail a nail to hammer a nail
that's um your the hammer becomes part
of your body as well. You get that while
driving like you your the car is part of
you. Um, and that's kind of what happens
in traditional video games. So, the
controller, the controllers or the
controls should not get in the way and
you should be able to up transmit your
brain directly into the screen and
what's happening on the screen. Uh, but
with alternative controllers actually
the way you play really matters for the
experience. Yeah. like um how you play
the game is very important and it's a
direct it's directly correlated to
what's your experience and experiencing
the game itself. And so on one hand you
have how you play the game doesn't
really matter should not get in the way.
Then you have alternative controllers
where you how you play the game matters
for the game and and is part of the
game. But then you have a whole
different set of games in which how you
play is the actual game. There's no
distinction between how you play and the
game itself. And you've all played it.
Everyone's played them. Anyone has any
No. Huh?
>> Sorry.
>> Not so much sport. Yeah. Sports. Kind of
like hideand-seek and traditional
child's games. Cuz if you think about
like hide-and-seek or playing tag, like
how do you play hide-and-seek? go and
hide and other people seek. How do you
play tag? You run around and you touch
people like that. So by describing the
game, you're also describing the actions
and how what you have to do um to play
the game. So I find that that um well in
this idea um traditional video games and
playground games are kind of um in
opposite spectrums and alternative
controllers is somewhere in the middle.
Um
yeah. Um, other than that, I think in
terms of game design, uh, it's really
important to keep like push students
towards keeping it simple because things
get really complicated really fast and
so even the smallest most simple
electronics will often break. So, it's
really important to push them into
making very simple interactions and very
simple um things. Um, we have be a bit
careful while choosing the objects. like
some students, these were um really
hardworking students, but they decided
to make a game within a flash um a flash
of a camera, photograph photography
camera, and it was just really small, so
tiny. Everything got packed up and
everything was disconnecting all the
time. So, it's um yeah, it's really
unfortunate and it's about choosing the
objects, but they took a gamble. It was
all right. Um also like design to your
strength. So, this game was also for the
masters. Um, and the team didn't really
have developers or didn't have people
with knowledge in with a lot of
knowledge in coding and so they did this
really really simple game and they
focused more on the art part and on the
electronics and how to present the
things that they were doing. So they
used these buttons. So it's game Ninja
where you have to tap other people's
hands I think. Yeah. But they did
electronic version of Ninja where you
had buttons um light switches on your
hands and you had to hit the other
people. Yeah. Um and this is a really
good example of the team of designing to
the strength of the team that they had.
So so I think that's also a good
insight. Um,
I try to push uh students not to use
screens because if they have a screen in
their game, then they'll
they'll have to do all this work uh to
make things to put on the screen. And
so, usually I just push them out of
screens and and try and kind of um the
object itself kind of loses some focus.
And so, um, usually I try to push them
into making a no screen game and having
feedback through audio or through LEDs
or through whatever it is. Oh, 5 minutes
flight. Sorry. Um, but I'm easily
convinced, right? So, if they tell me,
"No, no, we really need a screen like we
really need this or otherwise it won't
work." I'm well, if they convince me,
um, it's good, but I'm and I'm easily
convinced. Um, especially because I let
them fall on their own traps. So they're
going to say that they really need to
have this really complex thing and I'm
well I don't think you should but
they'll no no yes we we all right you do
it then but then well but I think um
it's important because they feel
responsible I feel uh for what they're
making. So if it goes badly it's on them
they decided to actually do something
really complex. Um so so they have a
good learning experience. Yeah.
Um yeah, be care be wary about the set
and set settings. So you need to um not
only is your device the game but the
table around the device or whatever is
physically around the device is also
part of the game cuz that's where you
get some immersion. Um and so students
well yeah usually they don't think a lot
about that but that's really important
part of it and also um thinking about
the performative side of the thing. So
maybe yeah, some games end up being
really performative and that's also a
dimension of these types of games cuz
you might have someone hosting the game
or helping the game out. So this is I
didn't show the video, but this was a um
master galabin. Well, it was like a
space uh intergalactic um intergalactic
cooking show. Uh, so like you humans got
abducted and you're in this
intergalactic cookie show and um yeah,
that's that's the dish you had that's
the dish you had to cook at the end.
It's really fun. Um
yeah um something that's also important
is about the grading thing. So students
are also are always very worried about
the grading stuff and I think some of
the decisions we've made kind of help
out and um so basically first um I think
mentioning that these are all just
prototypes and proofs of concepts uh
really helps cuz in 2 weeks you're not
going to get a very polished thing by
the end. Um and so I think that takes
the the stress out of actually having to
build something really complex. Um, also
that the time they they are away from
keyboard and actually just painting. For
this is the dollhouse from before. So
this is the inside of the dollhouse.
They turned it into a murder mystery
game and they spent a long time painting
the thing. And so making um making
getting across that that is also work
and that is also meaningful um is
important because then then they don't
think they're wasting their times if
they're not making developing stuff
directly. Um also that it's okay to fake
it. So sometimes you want to do this
really um complex thing or maybe it's
not complex but you just don't have the
electronics for it and it's okay to fake
like for the user it's the same
experience. You can have just someone
sitting back on the keyboard and when
they do this you press the button when
they do that they press the other
button. It's okay cuz for the user it's
the exact same experience. So it's it's
fine. Yes. The electronics sometimes
doesn't work and that's part of the
learning experience. Um, and also, um,
I don't demand that the games are good
at by the end. So, they might have
deliver a really lousy game, but maybe
they work really hard cuz they tried
this, didn't work, they tried that,
didn't work, and then they end up with a
really horrible thing, but they'll have
a good grade. And I make sure that
that's part of the grading system. Like,
if you work hard and you try different
things, then oh then um, you're
going to get a good grade. Um, also the
deliverables are really important, I
think. So, we force them to deliver an
each.io page. Um, and also to do a
trailer like the ones you saw. So, we
make them do not a not a presentation
video, but a trailer for the thing. And
I feel that really um makes a
distinction cuz you saw that those
trailers are really good and they well
they
Yeah. And then by the end of it like you
can't some some games you can't keep the
objects. So the trailer and the this
page that they make is actually what
ends up the the proof that they were
there working and so it's really
important to register stuff and and
that's part of the evaluation of grading
as well. Um
yeah so I just only have one minute but
yeah tech breaks easily. Uh we can do a
lot with just the small stuff. physical
world is really cool because we have
physical bodies since we were born. So
you have a lot more interaction in the
physical world than you have in in the
digital environment. And also um I
really feel that these types of game are
actual augmented reality because looking
at reality through a screen is not
augmenting reality in any way. Um but
these types of game actually embed
technology into the physical world. And
I think that's a a more honest augmented
reality. Um
uh really important bits. We're
repurposing junk. Yes, which is cool.
Um, we're doing low tech games, so
everyone's moving on to AI and ultra
ultra realistic graphics and reality is
out there. You can just go outside and
you'll find it. So, you don't really
have to do all this comp really complex
stuff and that also ties to an
ecological uh theme which is important
because yeah, computers waste a lot of
energy um waste spend um and everyone
has a really good time and I think
that's the most important bit. I I would
like to add that um yeah K the students
really relate and I think I hope it's a
favorite class because they they really
get to experiment and try different
things. Um and um I actually wanted
that's a fun the end of the talk but I
actually I wanted to just make another
point because I'm for the first time
here at EMF and this is like the perfect
playingground to show this kind of
stuff. So I'm hoping I can go back. So I
came with the university gave me some
money to come. So I'm kind of like the
ambassador I guess. So I'm really hoping
that we'll have uh Lisbon Lisbon village
somewhere or something like that because
I think this this would be if if the
students knew they would have the
opportunity to come here and show their
games, I think they would work really
hard for it. And so uh thank you all for
having me and thank you all for um yeah
for being here. Nothing. [applause]