Deformation input consists of methods of interaction that make use of material deformation in order to control on-screen variables. In this thesis, we explore controller input mappings for games using a deformable prototype that combines deformation gestures with standard button input. In experiment one, we tested discrete gestures using three games. We categorized the control schemes as binary (traditional), action, and navigation, the latter two named based on the game mechanics the gestures were mapped to. We found that the binary scheme performed the best, but gesture-based control schemes are stimulating and appealing. Results also suggest that the deformation gestures are best mapped to simple and natural tasks. In experiment two we tested continuous gestures in a 3D racing game using the same control scheme categorization. Results were mostly consistent with experiment one but showed an improvement in performance and preference for the action control scheme.