Samuel Ang, Alan Chen, Justin Lee
Inspiration: With big gaming companies releasing new consoles such as the PlayStation 5, we wanted to create a smaller device with easy transportation and mobility that maintains competitive user interaction through player vs. player gameplay.
Goal: Our console should be able to receive input commands from buttons via controllers that produce on-screen movements in the game via microcontroller and keeps track of the in-game score.
Description: The board is powered by a USB charged battery and voltage is stepped up to 5V and then down to 3.3V for the onboard electronics. The ESP32 processes voltage inputs from the controller buttons and game code data input that controls the in-game avatar executions and updates the values on the 7-segment displays. The user interacts with the board through buttons on separated, wired controllers.
LEVEL 1: The Main Board
USB C Battery Charging Circuit
OLED Display
MAX Driver and 7-Segment Displays
Step Up Converter
Step Down Converter
USB C Receptacle
ESP32 Microcontroller and Power Switches
LEVEL 2: Controllers
Controller Buttons and Connection
LEVEL 3: Layouts & Assembly
Main Board Layout
Controller Layout
BOSS LEVEL: Footprint Errors
7-Segment Display components were too wide for footprint
OLED Display pins did not fit into board through-hole slots
USB-C schematic symbol did not match its layout footprint which did not show up on DRC
MAX Driver component was too small for footprint
Step-up chip footprint was too small
Wrong footprints for power switches
Charger Chip component did not match footprint
LEVEL 4: Game Code
FINAL LEVEL: Board Test
LESSONS LEARNED
Make sure footprints actually match the purchased components
Check compatibility between schematic symbols and layout footprints
Be thorough with design reference on the BOM to mitigate board assembly process
MAKE SURE FOOTPRINTS ACTUALLY MATCH PURCHASED COMPONENTS