Inspiration

We wanted to create an innovative, universal experience for the first-year design challenge that was easy to set up, easy to understand, and fun to play. After hours of brainstorming, we came up with the unique gimmick of using weight to tilt a platform, inspired in part by Jenga (the game). Our card-playing system borrowed ideas from Uno and Exploding Kittens.

What it does

Our game consists of a deck of game cards, 50 marbles, a wooden ship, and a little wooden sailor. Players take turns playing cards to try and gain as many marbles as they can, sliding their marbles down a track on their side. The more marbles, the more weight - and enough weight will tilt the sailor to their side, winning the game.

How we built it

We used Autodesk Inventor 2026 to model all of our components and Canva to make our presentation slides.

Challenges we ran into

During the modelling process, we modelled marble tracks individually, but while putting them together to build the final model of the game board we realized the tracks overlapped into each other. We also accidentally upsized one of our components (and might've sent it in for 3D printing, oops). As a result, there was a lot of undesirable last-minute modelling.

Accomplishments that we're proud of

Our team is very happy with our game design! Although our card-based gameplay isn’t the most innovative, we voiced unanimous support for the tilting board and the marble tracks. Actualizing this idea in such a short span of time was also a tribulation that took a lot of CAD grinding to triumph. One of our teammates learned how to do CAD on the spot!

What we learned

For future efforts, accurate and detailed blueprinting would avoid the modelling challenges we ran into. We also each gained much more familiarity with our CAD softwares through this event that we’ll be sure to leverage moving forward.

What's next for Seasick

We're looking forward to 3D printing and testing our game! - the number of designs being printed made it impossible for us to try the game ourselves in time, unfortunately. Quality assurance would polish our game and be tons of fun (hopefully).

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