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<channel>
	<title>Julia Makivic</title>
	<link>https://juliamakivic.com</link>
	<description>Julia Makivic</description>
	<pubDate>Mon, 28 Apr 2025 22:38:08 +0000</pubDate>
	<generator>https://juliamakivic.com</generator>
	<language>en</language>
	
		
	<item>
		<title>Sound Blok</title>
				
		<link>https://juliamakivic.com/Sound-Blok</link>

		<pubDate>Mon, 28 Apr 2025 22:38:08 +0000</pubDate>

		<dc:creator>Julia Makivic</dc:creator>

		<guid isPermaLink="true">https://juliamakivic.com/Sound-Blok</guid>

		<description>Sound Blok

Sound Blok is a stackable musical instrument instrument. Audiences play Sound Blok by stacking blocks on top of one another. The amount of blocks that are stacked changes the notes and type of synth that is being played. Sound Blok was featured in the Jeugdfilmfestival (Youth Film Festival) 2025 in Antwerp, Belgium. In the following video, you can see the tiny audience members interacting with Sound Blok.&#38;nbsp;




 Unfortunately, the audio generated by Sound Blok is not captured in the above video. You can view a close up of the stacking interaction and the generated audio in the video below:



The Sound Blok stacking mechanism is enabled by connectors in the back of each cube. These connectors enable electricity to flow through each LED and also contain a small resistor. Sound Blok changes audio according to the change in resistance caused by stacking each cube. In this version the connectors do tend to break, so I keep a lot of spares handy. A more durable version is in the works!

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Sound Blok is an instrument that is best enjoyed from the floor. Here are some images of the installation at JEF, Antwerp.&#38;nbsp;


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Below are some photos of my prototyping process. I always start small and scale up. The aim of this tiny version was to determine whether I could maintain connections between each LED through conductive touch points.

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	<item>
		<title>Labyrinth</title>
				
		<link>https://juliamakivic.com/Labyrinth</link>

		<pubDate>Sun, 21 Apr 2024 16:44:33 +0000</pubDate>

		<dc:creator>Julia Makivic</dc:creator>

		<guid isPermaLink="true">https://juliamakivic.com/Labyrinth</guid>

		<description>Labyrinth

Labyrinth is an alternative controller video game where players weave a pattern using rope and see it represented in an LED Matrix.
This project was commissioned by the Now Play This and A MAZE gaming festivals. I was partnered with Emma Wood, a weaver based in Berlin, to create a playable experience for Now Play This and A MAZE.
This game also received a shoutout in the Guardian.&#38;nbsp;


Game Play

This game consists of two main components, the rope and the LED Matrix sculpture.&#38;nbsp;

The Rope


This game uses a total of 12 strands of rope. Four of the strands are green and positioned vertically. Eight of the strands are blue and positioned horizontally. Each vertical rope is roughly ten feet long and each horizontal rope is almost five feet long. The green vertical ropes have eight conductive copper bars on each strand and the blue horizontal ropes have four conductive copper bars on each strand. The players need to connect the blue rope to the green rope at the conductive areas in order to form a connection for their pattern. In total, there are 32 connections that can be made with the rope.
 


You can see the layout of the rope below:

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The LED Matrix Sculpture

The LED matrix sculpture consists of thirty-two 10 cm cubes. The cubes are acrylic with abstract, forest-like engravings along the sides. Each cube contains an LED embedded in the back. The LED is mapped to one of the 32 conductive areas on the rope. When a blue and green rope are connected, the corresponding LED is activated. By default the LEDs are a pale green color. They become blue when activated.&#38;nbsp;
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This game does not have an end goal - it is an experimental play experience. Players weave a pattern of their choosing by connecting the rope at the conductive areas and activating the corresponding LED in the matrix. However, if players are able to achieve certain patterns like activating a whole row of LEDs, or activating the whole matrix, they will be rewarded with exciting LED animations.&#38;nbsp;


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You can view videos of players interacting with this piece on Instagram and TikTok.&#38;nbsp;

 

 

 

Technical Implementation
The interaction for this piece is powered by an Arduino Mega. The Arduino maps the conductive areas on the rope to a corresponding LED in the matrix.&#38;nbsp; The rope has conductive threads woven inside of it. The conductive thread is soldered onto the copper rings on each rope. The blue ropes are connected to power and the green ropes are connected to ground and a digital pin on the Arduino.&#38;nbsp;
&#38;nbsp;
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</description>
		
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	<item>
		<title>Wearables</title>
				
		<link>https://juliamakivic.com/Wearables</link>

		<pubDate>Wed, 31 Jan 2024 21:50:36 +0000</pubDate>

		<dc:creator>Julia Makivic</dc:creator>

		<guid isPermaLink="true">https://juliamakivic.com/Wearables</guid>

		<description>Wearables

This is an in progress, wearable, alternative controller game. It builds on top of a project that I have made previously. 

The below videos show the implementation of this game. The first video shows a prototype of the circuit and how players make choices. The second video emphasizes the portable, wearable, and modular aspects of this game.
 

View the first video here.


The second video emphasizes the portable, wearable, and modular aspects of this game.

View the second video here.



 






The image below shows how an installation piece consisting of these wearable devices could work.&#38;nbsp;


Figure 2 in the image below shows a device similar to the ones shown in the above video. It is a small container which players can hold in their hand. Figure 1 shows a large brutalist style stand that holds three individual devices on each platform as shown in Figure 3.


Each of these devices have a character that “lives” inside of them. Users can interact with this character by picking up the device from the platform and pressing various buttons on the device to complete certain actions.


The goal of this game is to make the character within each device complete a one day cycle. Players do this by lifting up each device, interacting with it, and then moving it to the adjacent platform as shown in Figure 4. Each character needs to experience the morning, afternoon, and evening within the game. Therefore, the player needs to make this rotation happen three times.



&#60;img width="1752" height="3200" width_o="1752" height_o="3200" data-src="https://freight.cargo.site/t/original/i/13c3899e45712f8d6f5406001a4528cd450dc3f8d6955baae2b556366d7dc0d7/DeviceGame.png" data-mid="204492644" border="0"  src="https://freight.cargo.site/w/1000/i/13c3899e45712f8d6f5406001a4528cd450dc3f8d6955baae2b556366d7dc0d7/DeviceGame.png" /&#62;

Technical information

Each individual device contains a Pico microcontroller, a TFT LCD, an accelerometer, a Lipo battery, and various buttons for user inputs. The large stand will be 3D printed and contain a Raspberry Pi computer which will be able to detect when the device is placed on the platform and when it has been rotated. I will need access to a mains power supply in order to run this installation. 








&#60;img width="251px;" height="251px;" src="https://lh7-us.googleusercontent.com/3k_2tT2KLwcvhrxxphW-BEKY_hAZfJoXkLa3ErANE3zBGFtWNVGglrPeR_q2W6q6sfqkjk9ddXJzK-SfSRdesJ3T-0NwYt5m-JCae6fU2qsJT5WFApAPTLubcXS3Sy6mqrQrE27WKmuYTCVHi31nghuh9w=nw" style="width: 251px; height: 251px;"&#62;




&#60;img width="360px;" height="540px;" src="https://lh7-us.googleusercontent.com/L9SIdedaziNy8KGT1NIrVVkUP1_W-9lchbkvvE_z8O4_UOkNhXmu0MC0dNuMeMb6BLnws6c03jrDuU20lYC7OIZjP8slKNF5MyuzrlmRZv0DOSUeOiSTMAxoLsI-y6_6PxAifKBjklPbcaSu_ivODElitA=nw"&#62;
&#60;img width="546px;" height="410px;" src="https://lh7-us.googleusercontent.com/-Q4AkgNW0o5QRPf0fDA2HYqcq_XvgC9xuM2AXcusEl3uGV__9FcVvNkU1QmSVyKrLpBOyCoWZ2BL4bmUvLVcKjhw7Zz9DvRaV5pezPjLSqYgkuNbnmv9c-Zz-ntbmwZXCc3mBnUyiLsGviUqTOfz-giUcg=nw"&#62;
&#60;img width="3456" height="4608" width_o="3456" height_o="4608" data-src="https://freight.cargo.site/t/original/i/4983d8e662322430d8780940071a44cd7de0c2deac2fef6255dab68cf006f332/IMG_20230712_081254846.jpg" data-mid="203300539" border="0"  src="https://freight.cargo.site/w/1000/i/4983d8e662322430d8780940071a44cd7de0c2deac2fef6255dab68cf006f332/IMG_20230712_081254846.jpg" /&#62;
&#60;img width="3072" height="4096" width_o="3072" height_o="4096" data-src="https://freight.cargo.site/t/original/i/71bb8047344d23861c504736acaf19c57ee99f6fab678c776df0da78a197094d/IMG_20230711_133409245.jpg" data-mid="203300538" border="0"  src="https://freight.cargo.site/w/1000/i/71bb8047344d23861c504736acaf19c57ee99f6fab678c776df0da78a197094d/IMG_20230711_133409245.jpg" /&#62;






</description>
		
	</item>
		
		
	<item>
		<title>About </title>
				
		<link>https://juliamakivic.com/About</link>

		<pubDate>Tue, 30 Jun 2015 19:08:43 +0000</pubDate>

		<dc:creator>Julia Makivic</dc:creator>

		<guid isPermaLink="true">https://juliamakivic.com/About</guid>

		<description>About

I am a game designer and creative technologist who divides her time between London and Belgrade. I create alternative controller games using Raspberry Pi, Arduino and various sensors. My games explore what it means to have an emotional exchange with a computational system and how our emotions are mediated by technology.

I graduated with a degree in Media Arts and Sciences from Wellesley College in 2015 and completed an MFA in Computational Arts from Goldsmiths College in 2019. I am a lecturer in Creative Electronic Engineering at Royal Holloway, University of London.

My projects have been featured in a variety of international games festivals including A MAZE, Jeugdfilmfestival Antwerpen,Game Happens, Interactive Futures, and the Leftfield Collection at EGX Rezzed.  
You can view my CV here.Press



Game Developer

The Guardian

CatSynth Blog

Oblakoder Magazin

Tink Punk Workshop

Glitch is Dead, Long Live Glitch!

PC Press Serbia

Swarm Mag

INPUT MAG

GRLSQUASH

SEGADriven

Terebi Magazine

The Female Gaze: Profiles in Art, Revisited

Shake that Button

The Female Gaze: Spotlight Series





Exhibitions/Workshops
Brutalist Angels, Digital Design Week, Online/Milan, Italy, April 2026
Jeugdfilmfestival Antwerpen, 2025
A MAZE Sheffield 2024
A MAZE , Berlin, 2024
Now Play This, London, 2024
A MAZE Berlin, 2023
/’FU:BAR/ GLITCH ART FESTIVAL 2022
Rock Paper Shotgun, EGX Rezzed, 2022
Escapade Escapes Arcade, London, August 2022
Private Exhibition for Creative UK, The Barbican, London, May 2022
WASD Curios, Tobacco Dock, London, April 2022
ALT + CTRL: Beyond Screens, Online 2021A MAZE Berlin, Online 2021
403 Forbidden Exhibition, Online 2020
Game Happens, Genoa, November 2019
Women in 3D Printing, Artist in Residence, London, September 2019
How is THAT Working for You?, London, September 2019
A MAZE Open Screens Collection, Berlin, April 2019Anamorphic Waves, Ugly Duck Gallery, London April 2019
EGX Rezzed Leftfield Collection, Tobacco Dock, London, April 2019
Bonus Stage, Loading Bar, London, April 2019
Interactive Futures, Royal Leamington Spa, Leamington Spa, February 2019 
Transmediale Student Rooms, Haus der Kulturen der Welt, Berlin, January 2019
International Game Week - Games in Libraries, Goldsmiths Library, London, November 2018
Echosystems, St. James Hatcham, London, September 2018 Playful Experiences, St. James Hatcham, London, September 2018
Woman with a Movie Camera, BFI Southbank, London, July 2018


</description>
		
	</item>
		
		
	<item>
		<title>IRL: The Game</title>
				
		<link>https://juliamakivic.com/IRL-The-Game</link>

		<pubDate>Fri, 02 Sep 2022 15:07:11 +0000</pubDate>

		<dc:creator>Julia Makivic</dc:creator>

		<guid isPermaLink="true">https://juliamakivic.com/IRL-The-Game</guid>

		<description>IRL: The Game


IRL: The Game is a collaboration between game designer Julia Makivic and author Chris Stedman. The game is inspired by Stedman's latest book IRL: Finding Realness, Meaning, and Belonging in Our Digital Lives and explores themes of what it means to be real online. Players click through posts in a surreal digital landscape and interact with a series of exciting internet personalities. In the process, players examine their own relationship the internet and how their digital life intersects with their physical life.


&#60;img width="1592" height="1139" width_o="1592" height_o="1139" data-src="https://freight.cargo.site/t/original/i/0fcf56f3f52fc9c50a4d95ceb5855738948e4fa7a800df5f8d9885e8acf9d3bf/Cartographer_Post.png" data-mid="152233343" border="0"  src="https://freight.cargo.site/w/1000/i/0fcf56f3f52fc9c50a4d95ceb5855738948e4fa7a800df5f8d9885e8acf9d3bf/Cartographer_Post.png" /&#62;



In IRL: The Game players click through posts in a surreal digital landscape. Each post has four emojis that the player can click to respond to each post. Although this is not revealed until the end, each of these emojis represents a particular emotion: realness, meaning, belonging and uncertainty. The manner in which the player chooses these emojis will affect a map of their journey through the game that they receive at the end. The player can replay the game and click on different emojis to reveal a different map.

Players will also encounter three main characters in this digital space. These characters include a drag queen trying to determine the direction of her next performance, a furry trying to plan a fur meet in a unique location and a modern day cartographer trying to preserve the character of her neighborhood before it is lost due to gentrification. These characters pose questions to the player that challenge the player's understanding of what it means to be real online. The players response to these questions determines the final path taken by each character. Each character has a total of two possible endings. Players can replay the game and answer each question differently to unlock all of the possible endings.


IRL: The Game can be played on Chris's website or on itch.io.&#38;nbsp;
Below are some images from the game.&#38;nbsp;

&#60;img width="1593" height="1193" width_o="1593" height_o="1193" data-src="https://freight.cargo.site/t/original/i/9d4c8e3eac7796c2de73dbeed0d5055bd000c6e104597659bd713ae24df5773b/Question_Post.png" data-mid="152233340" border="0"  src="https://freight.cargo.site/w/1000/i/9d4c8e3eac7796c2de73dbeed0d5055bd000c6e104597659bd713ae24df5773b/Question_Post.png" /&#62;
&#60;img width="2132" height="1322" width_o="2132" height_o="1322" data-src="https://freight.cargo.site/t/original/i/c7e2e1dc84ce72092c8cfa0e31d71e1445b0c91b64b11cf0e64e646655be2e60/journey_map.png" data-mid="152233337" border="0"  src="https://freight.cargo.site/w/1000/i/c7e2e1dc84ce72092c8cfa0e31d71e1445b0c91b64b11cf0e64e646655be2e60/journey_map.png" /&#62;
&#60;img width="1200" height="1370" width_o="1200" height_o="1370" data-src="https://freight.cargo.site/t/original/i/34db32b7ba2c9b818a90bf54c36e98d7f59fed37eaf4720d454505870c8d4674/cyberqueen2.gif" data-mid="152233335" border="0"  src="https://freight.cargo.site/w/1000/i/34db32b7ba2c9b818a90bf54c36e98d7f59fed37eaf4720d454505870c8d4674/cyberqueen2.gif" /&#62;
&#60;img width="1046" height="1224" width_o="1046" height_o="1224" data-src="https://freight.cargo.site/t/original/i/8d0d639ab3613d26a52c32e624397e6fd3fa92a1ace60c9b9adefc5825d1bbd1/Balto2.gif" data-mid="152233342" border="0"  src="https://freight.cargo.site/w/1000/i/8d0d639ab3613d26a52c32e624397e6fd3fa92a1ace60c9b9adefc5825d1bbd1/Balto2.gif" /&#62;
&#60;img width="900" height="1114" width_o="900" height_o="1114" data-src="https://freight.cargo.site/t/original/i/fe8724a164f598df2dd98b700b1d2955e20fe9c3a16e8c95388e8277ac4af9e3/cartographer1.gif" data-mid="152233344" border="0"  src="https://freight.cargo.site/w/900/i/fe8724a164f598df2dd98b700b1d2955e20fe9c3a16e8c95388e8277ac4af9e3/cartographer1.gif" /&#62;
&#60;img width="1602" height="1204" width_o="1602" height_o="1204" data-src="https://freight.cargo.site/t/original/i/ad02288c6ecdfc552e4f87b647844288ff25bf9f7d5a42ed57d07739333b28c2/start_page.png" data-mid="152233341" border="0"  src="https://freight.cargo.site/w/1000/i/ad02288c6ecdfc552e4f87b647844288ff25bf9f7d5a42ed57d07739333b28c2/start_page.png" /&#62;




</description>
		
	</item>
		
		
	<item>
		<title>Trapped in the Debris</title>
				
		<link>https://juliamakivic.com/Trapped-in-the-Debris-1</link>

		<pubDate>Fri, 30 Sep 2022 18:03:30 +0000</pubDate>

		<dc:creator>Julia Makivic</dc:creator>

		<guid isPermaLink="true">https://juliamakivic.com/Trapped-in-the-Debris-1</guid>

		<description>Trapped in the Debris
Trapped in the Debris is a wireless, alternative controller game. The key mechanic involves moving a brick in order to free the spirit trapped inside of it. Moving the brick controls the framerate and the passage of time within the game.


&#60;img width="624" height="468" width_o="624" height_o="468" data-src="https://freight.cargo.site/t/original/i/447e69e0d249e8e8867eb81ef286927760472e1dadc234859bedc5d44a342cac/debrisgamephoto2.jpeg" data-mid="171804743" border="0"  src="https://freight.cargo.site/w/624/i/447e69e0d249e8e8867eb81ef286927760472e1dadc234859bedc5d44a342cac/debrisgamephoto2.jpeg" /&#62;
&#60;img width="500" height="282" width_o="500" height_o="282" data-src="https://freight.cargo.site/t/original/i/a0f64fa352c5683cc61921ee085f7163f7af113cbe1b33783b9730040dd4b580/dfba862c635f2011966eac07a3a89ab9d007e481.gif" data-mid="171804746" border="0"  src="https://freight.cargo.site/w/500/i/a0f64fa352c5683cc61921ee085f7163f7af113cbe1b33783b9730040dd4b580/dfba862c635f2011966eac07a3a89ab9d007e481.gif" /&#62;

Technical Details
The wireless controller used to consist of a Raspberry Pi, altimeter, and power bank. It ran on the balena platform. I documented my progress on this build log. Due to the current Pi shortage, I chose to replace the Raspberry Pi with a pico microcontroller. I am also building a new case and adding more content to the game. I’m documenting this process on social media and will be updating this page as this project develops.

 

</description>
		
	</item>
		
		
	<item>
		<title>CatSynth</title>
				
		<link>https://juliamakivic.com/CatSynth</link>

		<pubDate>Thu, 01 Sep 2022 19:38:39 +0000</pubDate>

		<dc:creator>Julia Makivic</dc:creator>

		<guid isPermaLink="true">https://juliamakivic.com/CatSynth</guid>

		<description>CatSynth
The CatSynth was created as a part of a study organized by researchers from the Creative Computing Institute in the University of Arts London.&#38;nbsp;
In this study alternative controller video game designers were paired with a disabled person to design an accessible video game controller. My partner for this project was autistic and pregnant. She wanted a device which would a) ease her anxiety when attending various doctor's appointments and b) allow her and her partner to bond with her child.


Technical Details

The CatSynth is a simple synth inside of a cat plushy. It is soft and easy to hold and plays soothing, synth-like noises. Comfort and portability drove most of my design decisions. 
Since my project partner would be using this device on the go, it needed to be easy to carry and appropriate for use in public spaces. The sounds it emitted needed to be easily muffled and turned on and off. The speaker is embedded in the tail and has a lot of padding around it. 

My project partner wanted to be able to put the speaker to her ear or to place it on her belly so that the baby can hear. 

Therefore, the surface of the speaker needed to be soft.&#38;nbsp; 

The padding muffles the volume and allows the user to place the speaker on any part of their body.
The CatSynth also has a zipper on its belly, which allows easy access to the batteries. The electronics inside of the plushy are encased in plastic protection. These factors allow for continued use and durability.&#38;nbsp;
My project partner really liked theremins, instruments which use magnets and gestures to make eery noises. She wanted to incorporate a similar gesture based interface into the device. CatSynth’s nose senses wavelengths of light in the environment. More light would result in sounds with a higher tone while less light would result in lower tones. She could control the amount of light in front of the nose by placing her hand close or far away from it, similar to how a theremin is played.&#38;nbsp;
My project partner also had issues with fatigue and wanted to interface with the CatSynth in a way which would require minimal movement. I added a conductive material to CatSynths front paws. Lightly squeezing the paws causes different sounds to be made according to the intensity of the squeeze and the surface area of the paw that is being squeezed. A button interface would allow her to switch between “touch mode” and “gesture mode”. Also, an LED indicator would light up for each mode.&#38;nbsp;While designing the synth, I needed to make sure that the noises weren’t too screechy or jarring. My partner dislikes jarring noises and these would increase her anxiety. She also told me that babies respond well to noises under 500mhz. I made sure that the noises emitted by the CatSynth would not be much higher than that amount.&#38;nbsp;
CatSynth&#38;nbsp; has been renamed to Synthia and is currently with my project partner. She has taken Synthia with her to a few doctor’s appointments and has played it to her baby. I’ve been told that the baby enjoys the synth-like noises. &#38;nbsp;</description>
		
	</item>
		
		
	<item>
		<title>Leather Clutch with Inductive Charging</title>
				
		<link>https://juliamakivic.com/Leather-Clutch-with-Inductive-Charging</link>

		<pubDate>Mon, 14 Sep 2020 20:32:26 +0000</pubDate>

		<dc:creator>Julia Makivic</dc:creator>

		<guid isPermaLink="true">https://juliamakivic.com/Leather-Clutch-with-Inductive-Charging</guid>

		<description>Leather Clutch with Inductive Charging
Project BriefI collaborated with an artisanal leather designer to create a series of "smart" accessories that would incorporate wireless inductive charging for cell phones. My role involved designing a circuit that would be able to discreetly fit into a leather clutch while providing enough power to be able to fully charge a phone. These leather accessories would be featured in Milan Design Week.
ProcessIn order to design the circuit, we first needed to determine the various use cases of the clutch and the capacity of the battery needed to charge the phone. The electronics within the clutch needed to:

Charge a lithium ion battery 
Use the lithium ion battery to fully charge a phone through wireless inductive charging
Show how "full" the battery is
Add minimal bulk to the clutch
Given the above stipulations, we chose to design a custom battery with a manufacturer based in Shenzhen. The battery would be less than 2mm in thickness in order to add minimal bulk to the circuit. It's dimensions would be 100mm by 200mm in order to ensure that it had enough capacity to charge the phone.
&#60;img width="2976" height="3968" width_o="2976" height_o="3968" data-src="https://freight.cargo.site/t/original/i/e6d496e86bd093c4fb2342c5d8879947fc435dd0e402ad29d48d40d7bcbe4e53/IMG_20200317_002325.jpg" data-mid="145629658" border="0"  src="https://freight.cargo.site/w/1000/i/e6d496e86bd093c4fb2342c5d8879947fc435dd0e402ad29d48d40d7bcbe4e53/IMG_20200317_002325.jpg" /&#62;
The above image shows an initial design of the circuit. The inductive charging pad is connected to a Gemma M0, small microcontroller that is primarily used in designing interactive wearables. The Gemma M0 is connected to a three NeoPixel LED's that show how "full" the battery is. If it is full, then all three light up, if it has some power left, two light up and if it needs to be charged, then just one lights up.
&#60;img width="2976" height="3968" width_o="2976" height_o="3968" data-src="https://freight.cargo.site/t/original/i/f7b84d0ebad280a7fddeb6bfc45eeaa02632b80f75463870a742ab834c4dbe1f/IMG_20200317_002334.jpg" data-mid="145629659" border="0"  src="https://freight.cargo.site/w/1000/i/f7b84d0ebad280a7fddeb6bfc45eeaa02632b80f75463870a742ab834c4dbe1f/IMG_20200317_002334.jpg" /&#62;
Current Prototype
&#60;img width="2976" height="3968" width_o="2976" height_o="3968" data-src="https://freight.cargo.site/t/original/i/ee95af170f6983cc30703d45da170283bde8ef673095c3a61903926c32277aec/IMG_20200429_202928.jpg" data-mid="145629660" border="0"  src="https://freight.cargo.site/w/1000/i/ee95af170f6983cc30703d45da170283bde8ef673095c3a61903926c32277aec/IMG_20200429_202928.jpg" /&#62;
This image shows the state of the latest prototype with the proximate locations of each item and the customized lipo battery. There is a micro USB for charging at the left edge of the bag. The LEDs will go along the straps.
Next StepsThe leather cutout and the circuit will be taken to artisanal crafters in Spain who will then sew the various components of the circuit into the leather using conductive thread. The circuit will then be incorporated into a variety of designs that will be showcased at Milan Design Week.</description>
		
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	<item>
		<title>"Say No! More" Alternative Controller</title>
				
		<link>https://juliamakivic.com/Say-No-More-Alternative-Controller</link>

		<pubDate>Mon, 14 Sep 2020 18:25:00 +0000</pubDate>

		<dc:creator>Julia Makivic</dc:creator>

		<guid isPermaLink="true">https://juliamakivic.com/Say-No-More-Alternative-Controller</guid>

		<description>"Say No! More" Alternative Controller
Project Brief
I was commissioned by the Thunderful Games publishing company to design an alternative controller for Say No! More, by Studio Fizbin. This controller would be used to demo the game at live conventions and would also be shown during Twitch steams. 
Project Specifications
The original brief for the controller described a large scale interface where players would use all parts of their body to interact with the game. The arms would be used to quickly mash large buttons while the feet would stomp down on a Dance Dance Revolution style mat. However, the publishing company was open to any alternative controllers that would draw a crowd and allow players to engage with the game in a non-traditional manner.
Iterations and Final Outcome
The controller went through several initial prototypes including a gesture recognition interface using camera vision and machine learning. However, gesture recognition requires a monochrome background with minimal interference, therefore it might not always work in a crowded convention setting.I settled on a design that utilizes a 9-Axis accelerometer to determine the orientation of the controller. The accelerometer had enough axes to accommodate each of the actions that a player could take in the game,
Gameplay and Controller Interface
&#60;img width="3968" height="2976" width_o="3968" height_o="2976" data-src="https://freight.cargo.site/t/original/i/fdfc6566336dbfca8ad074f010d7cc31c357212c9db7d6b4530adc715073c623/IMG_20200529_155455.jpg" data-mid="145629666" border="0"  src="https://freight.cargo.site/w/1000/i/fdfc6566336dbfca8ad074f010d7cc31c357212c9db7d6b4530adc715073c623/IMG_20200529_155455.jpg" /&#62;
The final controller is a hand-held device which players tilt in various directions in order to control the character in the game. The controller is made out of cardboard with the components stored safely inside. The visual design resembles a tape recorder which the player uses in the game. The arrows on the front surface show in which direction to orient the controller. An LED matrix in the bottom left depicts the direction in which the player directing the controller, confirming that they have made the right selection.
&#60;img width="3968" height="2976" width_o="3968" height_o="2976" data-src="https://freight.cargo.site/t/original/i/31dde5ae92dd1340314a133baf4527deab0de8fb2596ef79562b6148d8afffac/IMG_20200515_174536.jpg" data-mid="145629667" border="0"  src="https://freight.cargo.site/w/1000/i/31dde5ae92dd1340314a133baf4527deab0de8fb2596ef79562b6148d8afffac/IMG_20200515_174536.jpg" /&#62;
The box is covered in colorful and blocky details reminiscent of the imagery seen in the game. The mechanics of tilting the controller allow the player to swiftly react to unfolding events. The movement is fast and energetic and stands out from other controllers typically seen at conferences.
&#60;img width="3968" height="2976" width_o="3968" height_o="2976" data-src="https://freight.cargo.site/t/original/i/efd6b17eb8c6205133156375fd2957b4376238f906944e49ef1d10d49577a76e/IMG_20200529_155516.jpg" data-mid="145629668" border="0"  src="https://freight.cargo.site/w/1000/i/efd6b17eb8c6205133156375fd2957b4376238f906944e49ef1d10d49577a76e/IMG_20200529_155516.jpg" /&#62;&#60;img width="2976" height="3968" width_o="2976" height_o="3968" data-src="https://freight.cargo.site/t/original/i/21c07d812dcf3e3cdb7a8456c76955dff64dd6120dad002e3447eca893434efb/IMG_20200529_155618.jpg" data-mid="145629669" border="0"  src="https://freight.cargo.site/w/1000/i/21c07d812dcf3e3cdb7a8456c76955dff64dd6120dad002e3447eca893434efb/IMG_20200529_155618.jpg" /&#62;
Technical Details

This controller is powered by an Arduino Leonardo, uses a 9-Axis accelerometer shield and an LED matrix.
 
&#60;img width="3968" height="2976" width_o="3968" height_o="2976" data-src="https://freight.cargo.site/t/original/i/465c509bd8d38c05368600cc624f280d1cb0b356c6ce267acf35bfa804c369a4/IMG_20200529_160219.jpg" data-mid="145629670" border="0"  src="https://freight.cargo.site/w/1000/i/465c509bd8d38c05368600cc624f280d1cb0b356c6ce267acf35bfa804c369a4/IMG_20200529_160219.jpg" /&#62;
Throughout the development of this project, I encountered a few technical difficulties with connecting Arduino and Unity. Eventually, I made the Arduino spoof a keyboard so that each rotation of the axes is tied to a specific keyboard key. This allows it to be seamlessly integrated into the game without requiring any changes to the software. </description>
		
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	<item>
		<title>Camaraderie Park</title>
				
		<link>https://juliamakivic.com/Camaraderie-Park</link>

		<pubDate>Tue, 05 Jan 2021 22:16:40 +0000</pubDate>

		<dc:creator>Julia Makivic</dc:creator>

		<guid isPermaLink="true">https://juliamakivic.com/Camaraderie-Park</guid>

		<description>Camaraderie Park
Camaraderie Park is a multimedia narrative experience which is currently comprised of a text-based messaging bot, a short narrative game, and internet-connected wearable devices. It is an ever-evolving project which uses collaborative mechanics and networked technologies to envision speculative digital futures and to create an immersive narrative experience.
Worldbuilding
 Camaraderie Park is a fictional retro-futurist tourist attraction inspired by Kalemegdan Park in Belgrade, Serbia. Kalemegdan Park consists of Kalemegdan fortress which predates Medieval times, a riverside walkway, a zoo, two monasteries, restaurants, cafes, and art galleries. It contains monuments to fallen soldiers during World War I, the park is littered with tanks and artillery from World War II, it features a monument dedicated to fallen Communist leaders, and a tomb with the remains of a Turkish officer who died during the Ottoman occupation. 
Camaraderie Park creates a cohesive narrative experience across multiple forms of media that explore how history flows into the present and future and how technology is used to preserve the past while reframing it and painting a desired narrative. Camaraderie Park consists of a fortress, various temples, holographic figures of ancient forest spirits, and of fallen soldiers whose DNA was used to create an accurate holographic image. 
Camaraderie Park borrows heavily from Slavic folklore that predates Christianity and that has still managed to survive despite various colonizing parties and ideologies that have aimed to wipe it out. It creates an environment where these folkloric elements, the remnants of these colonizing forces and ideologies coexist in a distant, peaceful future where generational conflicts have been laid to rest. Futuristic technologies are used to select various elements of the past and valorize them to project a desired future.  

Game Mechanics
Narrative Game
The world of Camaraderie Park was first introduced in a game which I submitted for the Neighborhood Games Jam. This short, point and click game takes the player through the various attractions available at Camaraderie Park. Below  are some illustrations form the game: 

&#60;img width="967" height="720" width_o="967" height_o="720" data-src="https://freight.cargo.site/t/original/i/7db04ae22165f16898fa5dcea5cb9d923db44a4870bd9640922a21cb76c8c304/bg_tomb.png" data-mid="145629663" border="0"  src="https://freight.cargo.site/w/967/i/7db04ae22165f16898fa5dcea5cb9d923db44a4870bd9640922a21cb76c8c304/bg_tomb.png" /&#62;
&#60;img width="1025" height="720" width_o="1025" height_o="720" data-src="https://freight.cargo.site/t/original/i/77882c5f599b24f846be502aebaa57939aaa551745bd873c4dc126641010c6b5/walkwayBG.png" data-mid="145629665" border="0"  src="https://freight.cargo.site/w/1000/i/77882c5f599b24f846be502aebaa57939aaa551745bd873c4dc126641010c6b5/walkwayBG.png" /&#62;
&#60;img width="950" height="720" width_o="950" height_o="720" data-src="https://freight.cargo.site/t/original/i/a092b347a71f4f2978d35864ac745efbdeca109e125c02d454a0595e217f32c4/bg_temple_road.png" data-mid="145629662" border="0"  src="https://freight.cargo.site/w/950/i/a092b347a71f4f2978d35864ac745efbdeca109e125c02d454a0595e217f32c4/bg_temple_road.png" /&#62;
&#60;img width="954" height="720" width_o="954" height_o="720" data-src="https://freight.cargo.site/t/original/i/a705402c25539360eb5ab187fa470c46ce8b0db0d046e6763fb4a9fb0ec4169f/entranceBG.png" data-mid="145629664" border="0"  src="https://freight.cargo.site/w/954/i/a705402c25539360eb5ab187fa470c46ce8b0db0d046e6763fb4a9fb0ec4169f/entranceBG.png" /&#62;

Facebook Messenger Bot
Another iteration of the game involves an exchange with a bot through Facebook messenger. The bot helps players choose which attractions of Camaraderie Park that they should visit. You can chat with the bot here.
After the player has completed the exchange with the bot, they receive an image of the attraction that best suits them. Below are some examples of the attractions that would be shared with the player:





I chose to use engaging with a chatbot as a mechanic for this iteration because I wanted to explore an avenue of engaging with multiple players at once. The player responses are stored in a server-less database. Their responses will be sent to an internet-connected wearable device.
Wearable Devices
Internet-connected wearable devices change their display according to collective decisions that players made after engaging with the bot. These devices are akin to enchanted ornaments that change according to ephemeral forces carried in the form of internet frequencies. They are a type of armor that carries the influence of hundreds of other players inside of it, facilitating a level of community that transcends the boundaries of space.  
Below is the latest prototype of the device. It is powered by an Adafruit Feather Huzzah and consists of a TFT LCD screen, an on/off switch, and a LiPo battery. The case was built using polymer clay. 





Below are some progress shots of the devices as I was putting together the circuit and building the clay:


&#60;img width="3968" height="2976" width_o="3968" height_o="2976" data-src="https://freight.cargo.site/t/original/i/6c95f2a04ce453f0b3c86a2a45195b509559b0058b5cb99eaca9ee5318d02017/IMG_20210211_211936.jpg" data-mid="170776358" border="0"  src="https://freight.cargo.site/w/1000/i/6c95f2a04ce453f0b3c86a2a45195b509559b0058b5cb99eaca9ee5318d02017/IMG_20210211_211936.jpg" /&#62;
&#60;img width="2976" height="3968" width_o="2976" height_o="3968" data-src="https://freight.cargo.site/t/original/i/85728737a4ade3485bf37760c13e7ca016db3f3d3ee41d113133a68d0bc29a56/IMG_20210213_185246---Copy.jpg" data-mid="170776359" border="0"  src="https://freight.cargo.site/w/1000/i/85728737a4ade3485bf37760c13e7ca016db3f3d3ee41d113133a68d0bc29a56/IMG_20210213_185246---Copy.jpg" /&#62;
&#60;img width="2976" height="3968" width_o="2976" height_o="3968" data-src="https://freight.cargo.site/t/original/i/e7b7fc42b2fd67a7bc9387059524136c6889878c0d25d093d6e9cf16222671f4/IMG_20201118_140426---Copy.jpg" data-mid="170776364" border="0"  src="https://freight.cargo.site/w/1000/i/e7b7fc42b2fd67a7bc9387059524136c6889878c0d25d093d6e9cf16222671f4/IMG_20201118_140426---Copy.jpg" /&#62;
&#60;img width="2976" height="3968" width_o="2976" height_o="3968" data-src="https://freight.cargo.site/t/original/i/360e4b33734f68513b5f21991720e9ee79d14b0c8a2882942655e4180f948403/IMG_20201114_183550---Copy.jpg" data-mid="170776363" border="0"  src="https://freight.cargo.site/w/1000/i/360e4b33734f68513b5f21991720e9ee79d14b0c8a2882942655e4180f948403/IMG_20201114_183550---Copy.jpg" /&#62;
&#60;img width="2976" height="3968" width_o="2976" height_o="3968" data-src="https://freight.cargo.site/t/original/i/1fe85bd01759b19767f25c120c8dbd489f43755dc05922348dbb3dd4c3fb6889/IMG_20201114_153001---Copy.jpg" data-mid="170776362" border="0"  src="https://freight.cargo.site/w/1000/i/1fe85bd01759b19767f25c120c8dbd489f43755dc05922348dbb3dd4c3fb6889/IMG_20201114_153001---Copy.jpg" /&#62;

This is me wearing one of the devices and the finished version of the other:


&#60;img width="2448" height="3264" width_o="2448" height_o="3264" data-src="https://freight.cargo.site/t/original/i/01f21f65e1c0150095626656bebb2b69eb677952dd8d8414fb4c9d24696f8d2b/IMG_20201216_144246---Copy.jpg" data-mid="170776348" border="0"  src="https://freight.cargo.site/w/1000/i/01f21f65e1c0150095626656bebb2b69eb677952dd8d8414fb4c9d24696f8d2b/IMG_20201216_144246---Copy.jpg" /&#62;
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This is not a wifi-enabled deviced, but it was a self-contained game which inspired this project:

&#60;img width="2976" height="3968" width_o="2976" height_o="3968" data-src="https://freight.cargo.site/t/original/i/d23652f3cb900df458a8b7f563ff99e80904dec30d6abf08ba40270693a57173/IMG_20200806_161519_BURST001_COVER.jpg" data-mid="170776458" border="0"  src="https://freight.cargo.site/w/1000/i/d23652f3cb900df458a8b7f563ff99e80904dec30d6abf08ba40270693a57173/IMG_20200806_161519_BURST001_COVER.jpg" /&#62;
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