ENVIRONMENT
SHIPPED
Mission control
Designing a makerspace as a system - not just a room with tools, but a branded environment where students learn fabrication, prototyping, and engineering through the space itself.
ENV.07 · Artifacts · Game Design Bible + Student Build
ENV.07 · Mission Control Classroom Systems
Game Design Bible · Reference Document
Game Design Bible · Reference Document
Space Invaders Recreation
Classic Tier
CS II
Game State Machine
ATTRACT
MODE
MODE
→
START
SCREEN
SCREEN
insert coin → press start
GAME
OVER
OVER
←
PLAYING
STATE
STATE
→
WAVE
COMPLETE
COMPLETE
lives = 0 · wave clear
Core Mechanics
| System | Parameter | Value |
|---|---|---|
| Player | speed | 60 px/s |
| Player | range | 224 px |
| Bullet | speed / rate | 360px/s · 1 max |
| Formation | grid | 11 × 5 rows |
| Formation | spacing | 16 × 16 px |
| Fire Rate | base chance | 1/60 per frame |
| Fire Rate | max on screen | 3 simultaneous |
Mathematical Formulas
Speed Increase
Base = 0.5 px/frame
Mult = (55 - Remaining) / 55
Speed = Base × (1 + Mult × 3)
Max = 2.0 px/frame
Mult = (55 - Remaining) / 55
Speed = Base × (1 + Mult × 3)
Max = 2.0 px/frame
Score Calculation
Base = 10 / 20 / 30 pts
Mystery = 50 + random(0,2) × 100
Rollover at 9,999
Mystery = 50 + random(0,2) × 100
Rollover at 9,999
Hitbox Specifications
Player Ship13 × 8 px
Invader — Small8 × 8 px
Invader — Medium8 × 8 px
Invader — Large8 × 8 px
Shield Block22 × 16 px
Player Bullet1 × 4 px
Mystery Ship16 × 7 px
IC Studio · Mission Control · ENV.07
Page 2 of 7 · Rev 1.0
Student Build · CS II
ENV.07 · Mission Control
Game Design Bible · Student Build
Space Invaders Recreation · CS II
Game Design Bible · Student Build
Space Invaders Recreation · CS II
The document is the curriculum.
The game is the proof.
The game is the proof.
THE PROBLEM
When I started the robotics program at Catholic Memorial, the workspace and maker space was just a room with tables. There was no identity, no structure, no visual language telling students what this space was for or how to operate in it. A robotics program needs more than a room - it needs an environment that communicates expectations, organizes tools and workflows, and makes students feel like they're part of something real.
Generic classroom posters and printed rules weren't going to cut it. The space needed to feel intentional. It needed to feel like walking into mission control, not a storage room with robots in it. Now, there is a new robotics lab dedicated for the team and classes, and the maker space stands alone with its true identity.
THE APPROACH
I designed the space the same way I'd design a brand - starting with identity, then building a visual system, then applying it to every surface and touchpoint. The aesthetic is NASA mission control meets maker space: dark surfaces, monospaced type, system-label language, muted color palette with functional accent colors.
I created a signage system that labels zones, tools, and workflows. Station identifiers mark each work area. Safety protocols and operational checklists are designed as graphics, not printouts. The badge and role system is visual - students can see the team structure on the wall. Everything reinforces the idea that this isn't just a classroom, it's an operating environment.
THE SOLUTION
The finished space has a cohesive visual identity applied across signage, station labels, safety graphics, team structure displays, and workflow boards. Students walk in and immediately understand the environment: where things are, how the team is organized, what's expected. The retro-futuristic aesthetic gives the space gravity - it feels like it matters, which changes how students treat it.
The brand system extends beyond the physical room. It shows up in team documents, scouting sheets, presentation templates, and digital tools. Mission Control isn't just the room - it's the visual operating system for the entire FRC program.
REFLECTION
This project is where I first realized that environment design is systems design. The room isn't decoration - it's infrastructure. When the space communicates structure, students internalize it. They stop asking "where does this go" and start asking "what should we do next." The biggest lesson was that brand thinking applies far beyond logos and websites. A classroom can have a brand. A team can have a brand. And when it does, everything runs better.