

Weaponized Geometry is an experimental project that reimagines the classic first-person shooter DOOM on an Arduino Uno, running on a micro OLED display. To overcome the severe hardware limitations of the microcontroller, the project employs a pixel density rendering technique that creates a convincing illusion of 3D depth and space on a minimal screen, pushing the boundaries of what low-power embedded systems can visually achieve.
Central to the project is a series of custom-designed handheld controllers, each produced through a generative AI 3D modeling pipeline and fabricated via resin printing. Rather than defaulting to a single standard form factor, each controller features a distinct size, shape, and control layout, a deliberate design choice that directly shapes how the player physically interacts with and experiences the game. The ergonomics and input arrangement of each housing become part of the gameplay itself, turning the controller into an expressive design variable rather than a neutral vessel.
The result is a body of work that sits at the intersection of physical computing, generative design, and game studies, exploring how form, constraint, and materiality can transform a familiar digital experience into something entirely new.