GOAL

To create an interactive experience that would engage visitors immediately, hold their attention in the waiting area, and help manage the flow of guests before the show began. The project was adapted for an unconventional curved screen shaped like a tongue and had to account for the surface’s technical limitations: only selected areas equipped with built-in sensors were interactive.

project

CONCEPT

The game is based on a simple and engaging mechanic: participants must feed the capybara healthy food. Capi appears at the top of the screen, while cannons positioned along the edges of the interactive zone allow players to launch fruit, vegetables, and bonus items. Participants choose a trajectory, aim for Capi’s mouth, collect additional points, and gradually fill the satiety meter. The more accurate the shots and the healthier the food, the faster Capi becomes happy and full.

The mechanics were designed around the specific features of the screen and its sensor zones. The interaction remains simple, predictable, and intuitive, even when several participants are playing at the same time.

THE EDUCATIONAL ELEMENT OF THE GAMEPLAY

One of the client’s key requirements was for the project to be more than a bright and entertaining arcade game: it also had to provide children with meaningful educational content. This was incorporated through informational pop-ups displayed between levels. Alongside their results, participants received interesting facts about capybaras and their diet. The food items featured in the game were also selected based on the animals’ real-life diet. In this way, educational content became a natural part of the gameplay.

project