Rhythm beyond the screen.
Physical drums turned into controllers for a rhythm game inspired by Guitar Hero.
Developed and delivered by Phygital for agency Atenas.
My contribution
I designed the hardware architecture, programmed the controller firmware and CAN communication, and carried out all drum fabrication. I developed the game software with Michael Nascimento at Phygital and handled on-site technical operation during the festival.
The challenge: keeping touch, sight and sound in time
Each drum had its own node and sensitivity calibration. A CAN network linked the instruments to a bridge connected to the computer. At the stand, processing delays across the TV walls required aligning drum hits, audio and visuals in the actual installation.
Behind the build and calibration
The project built on earlier interactive instruments for TIM and Bradesco, developed with Arduino. For Philco, I evolved the architecture to support multiple connected instruments using ESP32-family controllers.
We built soft, medium and hard hit calibration routines for each drum, plus a test tool combining an audible click, a visual flash and drum LED feedback. Compensation settings let us tune synchronization during setup, within a short window after the scenic and technical teams had finished.
Live use also informed improvements to sensor mounting and cushioning to withstand repeated, heavy impacts. I made the adaptation on site, and it held for the remainder of the event.
Hardware, firmware, fabrication and operation: Arthur Anderaos. Game development: Arthur Anderaos and Michael Nascimento.