Poopin' Pigeon Sim

October 2018 - 1 Week - Team of 3

Poopin' Pigeon Sim was created in a one week game jam in a randomly assigned group of 3. The challenge of the game jam was to create a game with an alternative controller. 

We decided to create a game that made people look ridiculous so the game was as fun to watch as it is to play.

The game itself is about playing as a pigeon and pooping on things around a city.


Game Loop

My Roles:

-ideation and concept 

- core gameplay design and game loop

-pigeon controls and camera controls

- alt control implementation 

-UI/UX design and implementation

-AI design and code

-aesthetic and post processing work

-3D asset model, texture, and implementation   


As this was an alt.cntrl game we wanted players to have shorter interactions with the game to cycle through as many players as possible.

Which means we needed an end state.

To do this we created a system that mean players needed to manage a few variables. 

connected by eating seeds





connected by how much you poop





Less food eaten

Pigeon's Speed

Game ends when energy reaches zero

Adding this system meant the game now had an end state, as well players have to manage more, and are now more likely to either have a higher score and lower play time or the opposite, which meant we have a higher turn over rate for players

Wing Alt.Cntrl Design


Shoots of process work during the week

Wing Rig Design

Pigeon Wing for reference

Shoulder support

for stability

Wrist strap for control

Wii Control

The pocket was chosen in favor of less materials required 

Concept for making a pocket

for the wii mote to rest in

on the wing

Concept for making the wing

thicker and having the wii mote rest between them

The Wii motes accelerometer will be used for the games controlling. The z axis specifically for steering. 

The Z axis is used for steering left and right. Whereas the X axis is used to turning the camera up and down

A Wii mote will be placed in each wing, however only one is needed to play.

This is to create the illusion  that both wings are required to play, as well as to create equal weight on both wings.

In order to making flying feel good, and to account for subtle differences in how players hold the wings, a "dead zone" is required where between two readings the pigeon will not turn.

Turn Left

Dead zone

Turn Right

This is the chart used for the steering of the pigeon. The numbers along the line represent the reading from the accelerometer.

Poop Alt.Cntrl Design


The design for the controls for the player pooping was to have the player sit on a whoopee cushion.  

However, we needed a way to wire the whoopee cushion to make the input reliable, and the controller durable.

The first pitch was to have shorts with tin foil on the butt, and to have tin foil on the whoopee cushion.

This was quickly scrapped as the shorts were tedious to put on and slowed down players from taking turns, and it proved to tear up the tin foil very quickly.

Then we decided that there would be a platform with tin foil, and then the whoopee cushion suspended by springs also with tin foil on it.

For extra durability this was the final concept design.

This is what the final rig looked like

Early GIF of the poop mechanic 

The Z axis is used for steering left and right. Whereas the X axis is used to turning the camera up and down


Camera Control Design

The camera was a very important aspect to the game.

Since players had to navigate a city, as well as aim down on pedestrian having a camera capable of supporting both of these needs was a priority.

The end result was turning the wings around the arm, rather than the shoulder, which then tilts the camera in game. Therefore players have control over what they want to see.

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Under Construction, last updated October 2019