Hire Charles

Interactive Physical Elements

The thing people put their hands on, and remember.

Arcade machines, oversized games, objects with a personality. Charles comes up with the thing at the center of the room, then designs and builds it in his shop, so it explains itself, answers the second someone touches it, and takes a beating all day.

  • Concept, design, build
  • Built in Milwaukee, ships anywhere
  • Quoted per project

Tell us what you need

  1. 01

    The idea

    What it is, what it does, what it says, and why people can't walk past it. The writing matters as much as the wiring.

    See it in Grip Tester

  2. 02

    The design

    How it looks, sounds and feels in the hand, down to the last label and the click of the lever.

    See it in The Veneer Display

  3. 03

    The game

    Rules anyone gets in five seconds, a round that fits the line, and a scale big enough for a crowd to play and watch.

    See it in Oversized Foosball

  4. 04

    Hardware, code and cabinet

    Electronics, sensors, sound, light and code, built and tested in our shop. The cabinet in house, or with a fabricator we trust.

    See it in The Humanoid

  5. 05

    Built for the operator

    Staff controls, simple resets, spares, and a machine a good operator can play like an instrument.

  6. 06

    Delivered and running

    Shipped, installed and tested on site, with us there when it goes in.

Things people line up for

A carnival grip tester with a hidden camera that catches your face the moment the lights stop. An oversized foosball table where strangers end up on the same team. A pop-a-shot the size of a garage door. The best ones need no instructions: you see it, you know what to do, and you want to do it again.

The ideas come from the bench. Knowing what a motor, a sensor and a good cabinet can do is how you think of a machine nobody has seen before. The technology stays hidden on purpose. People should wonder how it works, not see how it works.

  • Concept to delivery

    The idea, the design and the build, from first sketch to opening day.

  • Your idea, made real

    Your concept, made better on the bench, then designed and built in our shop.

  • A classic, made giant

    A game everyone already knows, made bigger, louder or stranger.

Every build is quoted per project. Materials are billed at cost plus a stated markup, never hidden in the fee.

How long does one take?
It depends on the piece. A simple one can be weeks, a complex one a few months. We'll tell you in the first conversation, and we'll say so if your date is too tight.
How many people can play at once?
As many as the idea needs. Team games turn strangers into teammates. Single-player games turn the crowd into an audience.
Can it travel?
Yes. Most of what we build is made to ship, set up fast and survive a tour.
Will it survive a festival?
That's the brief. Built for weather, crowds and long days, with spares, and a reset the staff can do in seconds.
Can it collect data?
If you want it to. A machine can count plays, take photos, print results or capture opt-ins, always in a way the person playing understands.

Tell us about the room.

We reply within a day. Bring the brief, a sketch, or a game you loved as a kid.

Tell us what you need