Project

Butter BeatdownAlt Ctrl · PvP party game

Alt Ctrl / Physical Computing / PvP

Butter
Beatdown

A butter-churning party game where the competition happens in your hands.

Grab a wooden churn, work the plunger, and compete with the players beside you. Butter Beatdown turns the familiar motion of making butter into a physical PvP game, with clogging and recovery interrupting the rush to keep churning.

My Role

Game Designer / Fabricator / Physical Computing / Unity Coordinator

01 / Gameplay

Step Up To The Churn

Players, controllers, and the shared screen come together in this festival gameplay capture.

Butter Beatdown In Play

Churning becomes a shared physical performance as players compete side by side.

Open full video ↗

02 / Game Loop

Churn. Clog. Recover.

The loop ties a direct physical action to a pacing problem: keep making progress while managing the risk of a clog.

01 / Churn

Work The Plunger

The prototype registers a churn press through contact at the bottom of the controller. Repeated presses drive the butter-churning competition on screen.

02 / Pace

Watch The Clog

A clog interrupts progress. Churning, combo behavior, and recovery make the rhythm of play matter alongside the speed of each press.

03 / Recover

Get Back In

The tested controller used a sideways tap to clear a clog. Playtesting exposed how difficult that second action could be to read and perform reliably.

03 / Fabrication & Physical Computing

Inside The Wooden Churn

The controller build brings together a wooden barrel and plunger, metal contact surfaces, wiring, and a spring return. The process photos show the parts that turn a familiar object into a repeatable game input.

Assembled Controller Test

Repeated presses on the finished wooden churn.

Open controller test ↗

Plunger Mechanism Test

A closer look at the stick and return assembly in motion.

Open plunger test ↗

04 / KCRW Playtest · June 26

When Physical Effort Becomes Friction

The playtest notes identified problems in input force, controller stability, feedback, and pacing. These observations informed the team's next iteration priorities.

Force & Travel

Some players struggled to press hard enough to trigger progress. Others lifted the plunger through its full travel even though the game only checked contact at the bottom. One controller's top was damaged during play.

Iteration priority: make the required motion clearer and revisit resistance, travel limits, and the strength of the top assembly.

Side Tap & Stability

The sideways recovery action felt inconsistent, and players moved the churns across the table. Loose wires tangled, disconnected, or were pulled into the barrels.

Iteration priority: constrain the recovery motion, anchor the controllers, improve wire routing, and make disconnecting a controller easier.

Pacing & Feedback

Clogs occurred too often, while unpredictable physical input made combos difficult to sustain. Players also needed clearer audio cues and a more legible clogged state.

Iteration priority: slow the clog buildup, shorten recovery, make combos more forgiving, and restore distinct sound cues for churning, clogging, and round transitions.

Teach Before The Round

Operators had to explain the controls individually, and confusion persisted even with that help.

Iteration priority: add a consistent, repeating introduction that demonstrates the controls and establishes the game's story and characters.

05 / Design Exploration

A Wild West With Cattle In Charge

The design boards explore a comic setting and character systems for Butter Beatdown's next iteration.

Welcome To Dairyville

After the town's cattle revolt, humans are forced to compete for their amusement in the gladiatorial sport of Butter Beatdown. The proposed tone brings WarioWare-style absurdity to a Western setting, with exaggerated characters and deliberately ridiculous props.

The visual exploration draws on Jorge R. Gutierrez and Nintendo, considering both photobashed Western environments and illustrated backgrounds.

The “Final Churn”

A proposed special meter rewards churning without clogging, with combos accelerating its charge. Once ready, a Final Churn would prevent a clog and activate a character-specific effect.

The concepts include Jill Lone-star's pressure on the leading opponent, Redd Woods' temporary scoring boost, and Jackie Lope's risky burst of faster meter gain. These remain design proposals rather than confirmed features of the footage shown here.

06 / Project Credits

The Team

Andrew Villasenor

Game Designer / Unity Engineer

Bowen Shi

Game Designer / Fabricator / Physical Computing / Unity Coordinator

Galina Zhu

UI/UX Designer / Fabricator / Physical Computing