Overview
A multiplayer energy-harvesting game where players tap piezo harvest pads to store enough energy to “grow” and harvest fruit. Designed to run without batteries or external power, the game explores playful, tactile interaction through self-generated energy.
Keywords: Energy Harvesting, Circuitry, Piezos, Silicon Casting
Team Members: Self-initiated project
Status: Completed Project (Documentation below)
Process
Housing the Piezos
Piezo discs generate energy when their ceramic layer bends. Early prototypes used a box design optimized for strong tapping, but creating a secure fit proved difficult due to the fragility of the discs and their need for a vibrating support surface.
Designing for Multiplayer Play
The design shifted toward a circular form to encourage collaborative play. Piezos were wired in series to accumulate voltage, allowing two players per board to generate energy together.
Removing the Meter
Early versions included a multimeter to visualize stored voltage. I removed it to preserve the game's visual language and encourage players to build an intuitive sense of how much energy different fruits require.
Tactility & Silicone Molds
To make interaction more tactile and visually cohesive, I created silicone molds for the piezos. Without the molds, pressing generated the most energy; with them, tapping became the dominant interaction.
To be presented at NYC Resistor show on June 13th, 2026!
Feedback:
Find a way to prolong the LED light? (Maybe add a small battery)
Add more resistance to each LED to make it clearer what takes more
Right now, it's a short-term play; long-term play would require somehow elongating the decision-making
Further complicate the baskets, maybe make them larger
Automated tally?
Some sort of grad finale with all the leds?
Maybe one final switch directs energy directly to the piezos, skipping over the capacitor or just releases all final energy from the capacitor to all LEDs at once