"NO SHAKE!"

Tags: Alternative Controller Tangible Interaction Installation Game

Date: Sept. 2025 - Dec. 2025


No Shake is an alternative controller and tangible game built around a custom "vending machine." Players carefully tilt the entire machine to guide a gacha ball through a miniature digital dungeon, while rough shaking causes failure. We built the cabinet, controller, digital game, art assets, wiring, and display system from scratch, then exhibited the finished “machine” at WPI Showfest.

"NO SHAKE!"

 

WHAT IS NO SHAKE?


The core experience of No Shake comes from acting out a familiar but usually forbidden impulse: trying to make a vending or gacha machine give you what you want by moving the whole machine. In this game, that impulse becomes the control scheme. Instead of using a joystick or keyboard, players carefully tilt the entire cabinet in four directions to guide a gacha ball toward its target. The motions is full-bodied, clumsy, and strangely delicate. The player is rewarded only through careful balance and controlled movement; shake too hard, lose control, or treat the machine too aggressively, and the ball dies in the game. This tension between temptation and restraint is the point of the interaction. The game would lose much of its meaning with a conventional controller, because the experience depends on the weight, scale, and absurd physicality of the vending-machine interface.

BUILD & CRAFTING


As a tangible game installation, No Shake combines a custom physical controller, a rebellious vending-machine body, and a digital game built specifically for that controller. We wanted to create an alternative-controller game that felt unusual from the first touch: something that made players ask, "Am I really supposed to move this whole machine?" To make that happen, we started from raw materials rather than a finished device. We measured and drafted the cabinet structure, cut wood panels, assembled the body with nails and hardware, managed the weight distribution, planned the internal wiring and power layout, and embedded the controller core, input system, and display panel inside the machine. At some point, the game designers had effectively become carpenters. A confused labmate once looked at the work in progress and asked whether I was building myself a cabinet. The honest answer was: almost, but this cabinet had opinions.

No Shake warning sign 2 No Shake warning sign 3 No Shake warning sign 5

Crafting the body of No Shake

Art & Development


Once the physical machine existed, it still needed a digital interior, because despite all appearances, we were not actually building furniture! I began by sketching the level layout, then created the 3D models, UV maps, and visual assets for the game world. I textured the models in Substance Painter with realistic but pixel-art-inspired PBR materials, then developed the playable scene in Unity using the HDRP. The result was a tiny, moody miniatur dungeon hidden inside the body of a vending machine. By tilting and rocking the cabinet, players could watch the gacha ball they were trying to "purchase" travel through a trap-filled miniature environment on its way to the goal. In other words, the machine did not simply dispense a prize! It made the prize go on a dangerous little journey first. :D

No Shake sign 6 No Shake sign 7

From sketch to modeling, texturing, and rendering

Realistic... Pixel Art?


No Shake also gave me another chance to return to my long-standing interest in experimental pixel-art aesthetics, which began with my earlier solo game project Rimland. For this project, I wanted to push that style in a more physically textured direction. The visual system combines the low-resolution flavor of pixel art with realistic PBR materials, dynamic lighting, camera shaders, and depth-of-field effects. The goal was to create a strange hybrid look: a miniature dungeon that feels tactile and material, but still carries the charm and compression of pixel art. When we exhibited the project, one player said the scene reminded them of Jerry's little home inside the wall in Tom and Jerry, except darker.

Pixel art style but with PBR and Unity HDRP

Final build of No Shake

A Product of Humor


No one wants to be a miserable, depressed artist all the time! Even as a PhD candidate surrounded by papers, deadlines, reviews, and revisions, I wanted this project to celebrate something lighter: absurdity, humor, and the stubborn resilience of playful making. No Shake's art is deliberately ridiculous. For the showcase, I also made a series of parody "No Shake" signs to accompany the machine, and players laughed before they even started playing. The project became a small public joke installed in the middle of campus life: "next to the real vending machines, there was suddenly another vending machine, except this one could be played."

No Shake sign art 1 No Shake sign art 2 No Shake sign art 3 No Shake sign art 4 No Shake sign art 5 No Shake sign art 6 No Shake sign art 7 No Shake sign art 8

No Shake sign arts and merch stickers

3D printed No Shake keychains

Download STL

Video

Project: "NO SHAKE!"

The Page Last updated: May 27, 2026

Shano Liang (she/her)

Email: sliang1 AT wpi DOT edu