Building a custom arcade game to drive community engagement

Overview

“Roc Klimber” is an interactive arcade installation created for the University of Pittsburgh’s Hillman Library. I initiated the project to address negative student reception to its recent renovation. I led the design and development of the game, collaborating with an embedded software engineer to integrate custom controls and hardware.

DURATION

5 months

DURATION

5 months

ROLE

Creative Technologist

ROLE

Creative Technologist

SKILLS

Storyboarding, Rapid prototyping, Front-end development, Hardware integration

SKILLS

Storyboarding, Rapid prototyping, Front-end development, Hardware integration

problem

Student backlash to library renovations

After a $130M renovation, the University of Pittsburgh’s Hillman Library became a bright, modern space, but many students felt it had lost its warmth and character.

How can we help students reclaim the renovated library by providing a sense of campus identity and community?

How can we help students reclaim the renovated library by providing a sense of campus identity and community?

solution

Designing a custom arcade game

I designed and built a custom arcade game to engage students and rekindle campus pride.

Intuitive controls

  • Universal accessibility with no skill requirement

  • Quick play duration for passerby

Play as the campus mascot

  • Play as Roc, the campus mascot

  • Nostalgic pixel art animation

Compete for the high score

  • Encourage replays

  • Generate a sense of community

impact

500+ plays with daily active usage

The actual number is likely higher, as only completed plays are tracked.

Positive community feedback

Featured on display wall, pending article, and in-person buzz from students and faculty.

storyboarding

Visualizing the student journey

My initial concept aimed to transform the library into a more playful, social space. Since the project required both funding for materials and approval to install in a public setting, I created a storyboard to communicate the idea clearly and help stakeholders see its potential impact.

flows

Considering multiple dimensions

I approached the project as a connected system rather than a single game experience. To design for both engagement and longevity, I mapped the flows across gameplay, social interaction, and technical maintenance. This helped ensure the arcade would not only attract students, but also sustain activity and remain operational over time.

front-end development

AI-assisted workflows

I used a multi-tool workflow to explore ideas quickly and refine them efficiently. In particular, AI helped me test variations and stay productive while managing the other technical components. This approach let me focus more on design intent, shaping gameplay and interaction rather than getting stuck in implementation details.

1

Design in Figma

Explored level layouts and positioning

2

Prototype with Claude

Quickly generated concepts

3

Develop in VSCode with React

Built and polished final experience

rapid prototyping

Bridging design and hardware

Fabricating the cabinet took place in the library’s makerspace using its laser cutter and woodworking tools. I collaborated with an embedded software engineer to connect the joystick and button controls through Arduino and configure the game on a Raspberry Pi. The setup required troubleshooting networking and automating startup scripts, which introduced me to the Linux terminal and basic bash scripting for launch automation.

user feedback

Initial reactions

During the first week on display, I paid close attention to how students approached (or avoided) the installation. Their candid reactions surfaced small but meaningful cues that guided the next round of design changes.

design iterations

Overhauling look and feel

To address these concerns, I spent the next few weeks redoing the finish to create a more polished experience. These changes made the installation feel more intentional and complete. Immediately, I noticed more people engaging with the installation without the previous hesitancy.

impact

A renewed sense of community

Roc Klimber has become a permanent fixture in Hillman Library, reintroducing play, familiarity, and pride into a space that once felt impersonal. The installation now draws daily visitors who stop to play, share it with friends, and connect through a shared campus symbol, reviving a sense of community within the renovated environment.

Wishes

What I would have done differently

While this project taught me a great deal about end-to-end design and hardware integration, a few lessons stand out that I’ll carry into future work:

  • Gather feedback earlier. Instead of overhauling everything at once, I would set up a clearer channel for real-time feedback during testing.

  • Expand data tracking. The leaderboard captured some analytics, but logging all plays and visualizing usage data would have supported deeper insights and ongoing iteration.

Overall, this project was an invaluable experience that strengthened both my technical range and my approach to iterative design.