Studio

Studio Waters

A playable fishing prototype that turns real-world casting and reeling gestures into calm, responsive play.

Studio Waters project visual

Built with Claude, p5.js, and a Circuit Playground Express. No buttons, just gestures.

Context

No buttons. The rod is the controller.

Studio Waters is a playable, motion-controlled fishing prototype built with Claude and p5.js. No buttons, just real-world gestures.

Players cast and reel through physical motion, read by a Circuit Playground Express. The project chases one design question: how can motion, timing, and feedback shape a calm, engaging interaction?

Role

Designer · Builder

Timeline

Spring 2026

Team

One Designer · Vibe Coded

Scope

Embodied Interaction · Game Feel · Physical UI

Outcome

Playable CPX Prototype

Tools

Claude · p5.js · Circuit Playground Express

Inspiration

Fishing runs on waiting, not action

Fishing runs on pacing and anticipation, not constant action. I wanted to borrow that rhythm, not simulate the sport: the arc of a cast, the tension of a reel, the quiet between attempts.

The body becomes the interface, with repetitive physical motion as the source of immersion, something most games actively work against.

How It Works

Swing to cast, tilt and pull to reel

Simple physical gestures map directly to game states:

· Swing to cast the line into the water

· Tilt and pull to reel the fish back in

· On-screen feedback tracks tension, timing, and outcome

The target: obvious on first try, no tutorial required.

Playing Studio Waters: casting with the rod in hand, the game running on the screen behind
Playtest: the swing is the input, read by the Circuit Playground Express in the rod

Experience Design

The fish set the difficulty, not the buttons

A nostalgic pixel world and restrained UI keep the focus on the gesture. The screen supports the motion, not the other way around.

Difficulty comes from fish behavior: different species require different timing and tension, rewarding rhythm over fast reaction. The loop is tight and forgiving, with tension visible on screen and success felt in the motion.

The Studio Waters screen: a cast line arcing into pixel water with a fish on the hook and a tension readout
On the line: the cast arcs out, a fish takes it, and the readout at bottom left is the tension to hold

How I Used AI

AI wrote the scaffold. The feel was tuned by hand.

AI was my rapid prototyping tool:

· Claude generated the initial p5.js game structure

· Prompting rounds refined the visuals toward a cohesive pixel style

· AI-drafted interaction logic gave me a base to tune by hand

The real refinement was physical: tuning sensor thresholds, adjusting difficulty, and restructuring the code around how the CPX actually behaves under motion, which is what testing reveals and generation cannot.

Reflection

Restraint is the unexplored space in physical computing

The AI wrote the scaffold; I designed the feel. Vibe coding lowers the barrier to building, but the interaction only got good through intentional mapping and hands-on refinement.

It also surfaced an underexplored space: most physical computing projects chase spectacle. There is real design value in restraint, in play that is slow, rhythmic, and embodied.

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