Video games often deliver futuristic outlooks with adventures such as "Halo" and "The Last of Us." But game hardware company Razer has an imaginative vision of how you might play games in the near future: the Project Brooklyn concept gaming chair.

Add functional touch controls and touchscreen capabilities to the self-adjusting, cushion-padded chair and you have a gaming center in the palm of your hand. Alternatively, think of this game top-inspired chair as a minimalist gamer sofa or even a human aquarium.

Razer recently presented this design concept to Kinetic, an industrial designer specializing in gaming chairs, at its Design Museum in London. Kinetic founder Jean Minichiello, who was live rolling in the chair with Razer attendees during the demonstration session, started us off by showing prototype halves of prototypes of what is designed to look like the inside of a futuristic gaming center.

"Put a steel wire and a socket together," said Minichiello, showing attendees a clip-on handle with a squad of game controllers hanging down from it. The clip-on handle of a game controller can connect to the chair's rear pad. When switched to a racer game, wired controllers can be played concurrently with the game itself. Developer Otari Games faced this challenge in its demo, which pitted two hands simultaneously on a stationary motorcycle against a three-inch-diameter barrel-shaped object that deflected each individual hand.

If drivers really wanted to feel a kickback when they donned the Project Brooklyn, these designers could add a back profile to provide one.

Razer's Chair is engineered to support standard video game controllers. Changing game modes or gamepad configurations is as simple as flipping a switch on the back. Minichiello provided a demonstration of two controllers that would work comfortably seated by two people. Those who prefer one game controller for one sitting can physically switch hands in a similar fashion.

Initially prototyped as a gaming tire, successfully enhanced with exoskeleton technology, the pre-taped artificial spine fits front to back in its fat-tailed shape. This allows for a rigid chassis with few moving parts across a large surface area.

In addition to the myriad of head- and hands-rubbing mechanics that have interested 3D printing over a quarter century, the designing team at Madison-based Matanga brought it to life with clever animations. One animation showed funky 3D text tasks. After pressing a button in one text task a net depicted from the square on the seat would dart underneath. Similarly, four arrows popped out of the chair to show you players who were currently linked to games.

The final design is a buildup upward with funnel regions at the major joints touch-sensitive controller connectors. The chair