Augmented Reality Game Design

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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 - PowerPoint PPT Presentation

Transcript of Augmented Reality Game Design

Augmented Reality Game Design

Brian SchrankDePaul University

Intro LectureSpring 2013

Our Development Process

Our Development Process

1. Make a bunch of Toys– intrinsically pleasurable to play with

Our Development Process

1. Make a bunch of Toys– intrinsically pleasurable to play with

2. Refine best toys and make some new ones

Our Development Process

1. Make a bunch of Toys– intrinsically pleasurable to play with

2. Refine best toys and make some new ones3. Select best toys, flesh out some mechanics

Our Development Process

1. Make a bunch of Toys– intrinsically pleasurable to play with

2. Refine best toys and make some new ones3. Select best toys, flesh out some mechanics4. Create contexts in which mechanics shine– Implied narrative that gives mechanics meaning

Our Development Process

1. Make a bunch of Toys– intrinsically pleasurable to play with

2. Refine best toys and make some new ones3. Select best toys, flesh out some mechanics4. Create contexts in which mechanics shine– Implied narrative that gives mechanics meaning

5. Devise challenges that augment contexts

Flow is most important thing

Flow is most important thing

1. Press Start and – One cute simple thing on screen

Flow is most important thing

1. Press Start and – One cute simple thing on screen

2. One clear action to be taken– Slowly move phone around– Entire screen is one button (no GUI)

Flow is most important thing

1. Press Start and – One cute simple thing on screen

2. One clear action to be taken– Slowly move phone around– Entire screen is one button (no GUI)

3. Clear unified feedback about action– did action succeed or fail?– “tell the story in every detail”—Walt Disney

Flow is most important thing

1. Press Start and – One cute simple thing on screen

2. One clear action to be taken– Slowly move phone around– Entire screen is one button (no GUI)

3. Clear unified feedback about action– did action succeed or fail?– “tell the story in every detail”—Walt Disney

4. Repeat steps 2-3 a dozen times

Flow is most important thing

1. Press Start and – One cute simple thing on screen

2. One clear action to be taken– Slowly move phone around– Entire screen is one button (no GUI)

3. Clear unified feedback about action– did action succeed or fail?– “tell the story in every detail”—Walt Disney

4. Repeat steps 2-3 a dozen times5. Win– sense of closure

GimmeLemonade!

YUMMM! So Sweet!

AR Toolkit

AR Toolkit

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

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

Frame Marker

Frame Marker

Good for playing cards: www.TheGameCrafter.com

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

Virtual Button

Virtual Button

Design Constraints of AR

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

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

Design Constraints of AR

• Camera angle and distance is precise– Theremin-esque toys (expressive movement)

http://www.youtube.com/watch?v=nJYho56INKU

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

Design Constraints of AR

• It’s the MIXING of reality that’s fun

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