One Handed Controller

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Transcript of One Handed Controller

  1. 1. CONTROLLER DESIGN Daniel Cox, Sebastian Elmes, Nate Gurian, Brandon Hackett, and Thomas Hoffman Assignment 2 Full Sail University
  2. 2. ABSTRACT This presentation will cover a design proposal for a one handed video game controller. Detailed diagrams will present the controller idea. Three games that the controller will be best suited for will be discussed. A simple prototype will be built along with playtests and analysis of the prototype by all team members.
  3. 3. DESIGN PURPOSE The topic that is going to be discussed will be a design proposal and prototype for a one handed video game controller. INTRODUCTION This controller is specifically designed for gamers who suffer from circumstances causing them to only have the use of one hand.
  4. 4. INSPIRATION (DANIEL COX) After a few ideas worked less than well, I focused on the mouse my brother uses for his gaming PC, a Razer Naga Hex (Razerstore) and realized a mouse would work great for the situation. So, I worked on a layout to the basic model of mouse Razer uses. I also wanted to make sure it would work for the common mainstream console, so I used the button layout of an Xbox One controller as an example of what Id need to have. -Daniel Cox
  5. 5. INSPIRATION (SEBASTIAN ELMES) The inspiration for my one-handed controller design came from the PlayStation Move controller (Hardy, 2010) ergonomic design. I think that with this controller, the placing of the buttons feel much more naturally since they are located right where the thumb, index, and middle finger rest, while maintaining a firm grip with the ring and pinky finger. When thinking about the most important design feature for a one-handed controller, it all came down to how comfortable the controller has to be, since its very likely that the user is going to spend long periods of time holding on to it. I also think that restricting the amount of buttons to 3 keeps its simplicity and helps to ease new players in to try it out. -Sebastian Elmes.
  6. 6. INSPIRATION (NATE GURIAN) The inspiration for my one handed controller design came from holding my phone car charger one day (Casio Commando Charger, eBay). I went to plug it in but before I did, I noticed how well it fit into my hands. I immediately thought that this would make a good controller. After thinking about it, I decided to place the button right where the fingers rested. This would make it easier on the player and little manipulation would have to take place. While I feel the charger itself might be too clunky, with size modifications this could be a functional controller for a one handed player. -Nate Gurian
  7. 7. INSPIRATION (BRANDON HACKETT) The inspiration for my one handed controller came from the Wii Remote (Nintendo, 2015), and the Rock Band guitar (Whitaker, 2007). The wii remote is one of the most innovative controllers ever made that can be used with one hand while also being very diverse on how it is played, and because of that I felt that simplicity and motion controls were the way to go. As for the Rock Band guitar I felt that the longer buttons on the top were easy to press when gripping around the neck of the guitar so I felt that could be implemented into my one handed controller design as well. - Brandon Hackett
  8. 8. INSPIRATION (THOMAS HOFFMAN) My inspiration for the came from the Xbox One Media Remote (Xbox, 2015). I believe that adding the side buttons to the controller will make a more sleek one- handed design. This will allow the user to play a game that would require the use of two hands, but only use one hand. I think using this remote would give the player a very capable one handed game controller and a superb media remote. Thomas Hoffman
  9. 9. DESIGN METHOD To make our design for a controller together, we all decided which of our assumptions we could agree on and designed something new taking that into consideration. We used Nates inspiration as a baseline for the shape of the controller, and worked from there. We came up with this after finding a place for every button we wanted. Sebastian ended up making sketches for a proper looking version after Daniel finished putting together a rough sketch in Google draw (picture). We mostly had the same features in our designs, so it was easy to make the button layout for the final design. The layout was mostly Brandons work, while the placement of the D-Pad specifically was Thomass work. We were originally going to use Sebastians trackpad in place of a joystick, but decided that games for the console we were designing for would be better off with a joystick.
  10. 10. EXAMPLE SCHEMATIC DIAGRAMS Front View Analog Stick Start button (indented) Status indicator Directional Pad Home button Headphone jack
  11. 11. EXAMPLE SCHEMATIC DIAGRAMS CONTINUED... Directional Pad Analog Stick Home button Headphone jack Y button X button B button A button Side View Start button (indented)
  12. 12. EXAMPLE SCHEMATIC DIAGRAMS CONTINUED A button B button X button Y button Home button Analog Stick Directional Pad Back View
  13. 13. DESIGN ASSUMPTIONS (DANIEL COX) When making the controller I designed for the Week 1 Discussion, I took into mind several requirements, all on the assumption that this would be compatible with the three big modern consoles: 2 devices functionally similar to joysticks A D-Pad and at least 4 face buttons 2 trigger and 2 shoulder buttons These were all intensely important to my design. No gamer would buy a product that was missing essential functionality, even if it was all that was available to them.
  14. 14. DESIGN ASSUMPTIONS (SEBASTIAN ELMES) When coming up with the design for my controller, I wanted the controller to reflect 3 core features: Comfort Simplicity Intuitive I deliberately decided to not include an analog stick, and instead have a trackpad. The trackpad allows the user for the swiping functionality, which adds a layer of versatility to the controller. The addition of the motion controls also factored in the decision to make the controller feel natural, as a Game Informer editor praise its accuracy and said The Playstation Move is a intuitive, natural feeling way to play games (Marchiafava, 2010). The main idea behind the controller was for players to feel they have control of their game without having to think about it.
  15. 15. DESIGN ASSUMPTIONS (NATE GURIAN) When designing my controller, I felt that there were certain fundamentals of a controller that were pretty standard. Some of these assumptions were There had to be a joystick There had to be 4 buttons The controller had to be symmetrical for the use of both left and right hand For me, the joystick was essential because of its place in controller design history. The joystick has been around since Atari had incorporated into their design in the late 70s. The joystick has proven its worth over several generations, consoles, and other gaming platforms (Lu, Evolution of Video Game Controllers.)
  16. 16. DESIGN ASSUMPTIONS (BRANDON HACKETT) When designing my controller, I felt that the controller required specific features in order to be able to compete with the standard two handed controllers while also being available to a wider audience. So my assumptions for what features the controller needed were: An Analog stick symmetrically place so that both left handed and right handed players could play. 4 wide face buttons and 1 home button. Motion controls for more diverse play. More cylinder shaped for a more comfortable grip. A strap to secure controller to player to prevent harm to people or objects. Many major companies have some sort of motion controls like Microsofts Kinect, Sonys PlayStation Move, and Nintendos Wii Remote. That being said I believe that motion controls won't be going away especially since the industry is heading towards virtual reality like Sonys Project Morpheus (Wawro, 2014), and virtual reality will require some motion control if they want it to be as immersive as possible. That is why I feel that motion controls are essential in control designs.
  17. 17. DESIGN ASSUMPTIONS (THOMAS HOFFMAN) When I was designing my controller, I determined that there are some key features that must be present. There must be an analog stick and directional pad. There must be four action buttons present. The controller must have the proper buttons to control the Xbox One. In my opinion, the directional pad or D-pad is the most important part of the controller. All games require some form of movement, and this is the original industry standard. The D-pad was originally created for Game & Watch in 1980. The D-pad has been present in almost every game controller since then. (Lu, Evolution of Video Game Controllers.)
  18. 18. Game Description 1: (New Super Mario Bros U) New Super Mario Bros U is Nintendos modern answer to one of their most beloved platformers. Because it was made to feel like an NES game, it only uses a few buttons to function, which is fortunate. According to Super Mario Wiki, a player using the wiimote uses the D-Pad, A button, and 1 and 2 buttons to control their character, as well as simple motion controls (Super Mario Wiki). This functionality is not lost with our controller. The player will simply replace the A button with the topmost button on the back, and the 1 / 2 buttons with the two bottom buttons. The motion controls, which are simply shaking the wiimote, will be replaced by mashing the second button from the top.
  19. 19. Game Description 2: (Mario Kart 8) Mario Kart 8 is a simple go-kart racing game played using everyones favorite Nintendo characters. Players race against one another to finish first. There is one trick though, players can pick up blocks which gives them special moves to help or hinder their opponent. Controlling the go-kart will be done with the analog stick. Acceleration