The Voyage of the Endeaor
Act I · Part 1 — Shipwright Challenge: Designing Your Endeavor
In the first group challenge of your voyage, you and your crewmates will take on the role of shipwrights, preparing the Endeavor for its launch into uncharted waters. Although you may work together as a crew, every sailor must design their own prototype so you can each learn the essential skills needed for the challenges ahead.
Using TinkerCAD, you will design a ship hull and deck that can carry masts, support sails, and stay stable in water. Along the way, you’ll learn how to:
Align and group shapes to create a clean, balanced design
Duplicate and mirror parts to maintain symmetry
Create precise, measured mast holes for wooden or 3D-printed masts
Think like a real engineer as you consider weight, shape, and stability
Your finished prototype will be 3D printed and used in later challenges as you learn to harness the wind, test your sails, and send your vessel out of the harbor.
This is your first step as a sailor of Endeavorosity.
Build with care. Design with purpose. And prepare your ship for the adventure ahead.
Act I · Part 2 — Designing the Mast and Sails
In this challenge, you’ll bring your ship to life by creating a 3D-printed mast and crafting sails from simple coffee filters.
This step of the voyage blends digital design with hands-on creativity as you learn how sail size, shape, and placement can change the way your ship moves across the water.
In this lesson, sailors will:
Design and print a sturdy mast using Tinkercad
Shape and cut sails from coffee filters
Attach the sails securely to the mast
Test, refine, and adjust for better performance during the water trial
Your ship is beginning to take form—and every decision you make will help it catch the wind more efficiently in Act 1: Part 3.
Act I · Part 3 – Lighthouse Build: Designing the Power Tower
In this stage of Act 1, you’ll turn your ideas into a real structure by building the base of your lighthouse in Tinkercad. This is the part that does the heavy lifting: it will hide and protect your battery pack, motor, and wiring, while still leaving openings for the propeller and on/off switch.
On this page, you’ll:
Follow a step-by-step video to design the lighthouse tower in Tinkercad
Create a hollow interior to hold the battery pack and motor
Add precise holes for the propeller shaft and switch
Practice alignment, grouping, and exact measurements so your parts actually fit in real life
When you’ve finished this part, you’ll have a printable lighthouse base that’s ready for the next stages:
Part 2: Designing the lighthouse top and light chamber
Part 3: Wiring the motor, switch, and light to bring your lighthouse to life
This isn’t just decoration—it’s functional engineering. Build carefully, measure twice, and get your lighthouse ready to shine.
Act I · Part 4 – Building the Captain
In this stage of Act I, you’ll design and build the Captain’s body in Tinkercad so that it houses a working wind-up toy mechanism. This is not just about creating a character—it’s about designing a body that fits around something mechanical inside it.
On this page, you’ll:
Create a body in Tinkercad that fully encompasses the wind-up toy
Design a hollow interior space that allows the mechanism to fit properly
Ensure the body shape supports and protects the motor
Learn how to sketch and block out your design in Tinkercad before refining it
Use careful sizing and alignment so your printed Captain works in real life
When you’ve finished this part, you’ll have a printable Captain body that holds the wind-up toy securely and is ready for testing.
This isn’t just decoration—it’s functional design. Build thoughtfully, design from the inside out, and make sure your Captain is ready to move.

