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Augmented Reality Game Design

Augmented Reality Game Design. Brian Schrank DePaul University Intro Lecture Spring 2013. Our Development Process. Our Development Process. Make a bunch of Toys intrinsically pleasurable to play with. Our Development Process. Make a bunch of Toys

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Augmented Reality Game Design

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  1. Augmented Reality Game Design Brian Schrank DePaul University Intro Lecture Spring 2013

  2. Our Development Process

  3. Our Development Process • Make a bunch of Toys • intrinsically pleasurable to play with

  4. Our Development Process • Make a bunch of Toys • intrinsically pleasurable to play with • Refine best toys and make some new ones

  5. Our Development Process • Make a bunch of Toys • intrinsically pleasurable to play with • Refine best toys and make some new ones • Select best toys, flesh out some mechanics

  6. Our Development Process • Make a bunch of Toys • intrinsically pleasurable to play with • Refine best toys and make some new ones • Select best toys, flesh out some mechanics • Create contexts in which mechanics shine • Implied narrative that gives mechanics meaning

  7. Our Development Process • Make a bunch of Toys • intrinsically pleasurable to play with • Refine best toys and make some new ones • Select best toys, flesh out some mechanics • Create contexts in which mechanics shine • Implied narrative that gives mechanics meaning • Devise challenges that augment contexts

  8. Flow is most important thing

  9. Flow is most important thing • Press Start and • One cute simple thing on screen

  10. Flow is most important thing • Press Start and • One cute simple thing on screen • One clear action to be taken • Slowly move phone around • Entire screen is one button (no GUI)

  11. Flow is most important thing • Press Start and • One cute simple thing on screen • One clear action to be taken • Slowly move phone around • Entire screen is one button (no GUI) • Clear unified feedback about action • did action succeed or fail? • “tell the story in every detail”—Walt Disney

  12. Flow is most important thing • Press Start and • One cute simple thing on screen • One clear action to be taken • Slowly move phone around • Entire screen is one button (no GUI) • Clear unified feedback about action • did action succeed or fail? • “tell the story in every detail”—Walt Disney • Repeat steps 2-3 a dozen times

  13. Flow is most important thing • Press Start and • One cute simple thing on screen • One clear action to be taken • Slowly move phone around • Entire screen is one button (no GUI) • Clear unified feedback about action • did action succeed or fail? • “tell the story in every detail”—Walt Disney • Repeat steps 2-3 a dozen times • Win • sense of closure

  14. Gimme Lemonade!

  15. YUMMM! So Sweet!

  16. AR Toolkit

  17. AR Toolkit • Visual Tracking • Image Marker • Natural feature tracking based on grayscale contrast • Developers can use any image to create markers

  18. AR Toolkit • Visual Tracking • Image Marker • Natural feature tracking based on grayscale contrast • Developers can use any image to create markers • Frame Marker • Good for playing cards: www.TheGameCrafter.com

  19. Frame Marker

  20. Frame Marker • Good for playing cards: www.TheGameCrafter.com

  21. AR Toolkit • Visual Tracking • Image Marker • Natural feature tracking based on grayscale contrast • Developers can use any image to create markers • Frame Marker • Good for playing cards: www.TheGameCrafter.com • Virtual Buttons • Interrupt camera view of small section of marker

  22. Virtual Button

  23. Virtual Button

  24. Design Constraints of AR

  25. Design Constraints of AR • Set up needs to be easy • Use an image they already have, such as $1 bill • Use an image that’s easy to find • Set up in gallery space

  26. Design Constraints of AR • Set up needs to be easy • Use an image they already have, such as $1 bill • Use an image that’s easy to find • Set up in gallery space • Input should be slow • Moving or tapping phone too fast will lose tracking

  27. Design Constraints of AR • Camera angle and distance is precise • Theremin-esque toys (expressive movement) http://www.youtube.com/watch?v=nJYho56INKU

  28. Design Constraints of AR • Camera angle and distance is precise • Theremin-esque toys (expressive movement) • Inspection-based toys (instrumental movement) http://www.youtube.com/watch?v=D2r6RVIcipM

  29. Design Constraints of AR • It’s the MIXING of reality that’s fun

  30. Design Constraints of AR • It’s the MIXING of reality that’s fun • Kids put Dart in their mouth and on their body • See how strings are attached • Try to break the illusion • Take pictures of friends w/Dart

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