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

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Presentation on theme: "Augmented Reality Game Design Brian Schrank DePaul University Intro Lecture Spring 2013."— Presentation transcript:

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

2 Our Development Process

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

4 Our Development Process 1.Make a bunch of Toys – intrinsically pleasurable to play with 2.Refine best toys and make some new ones

5 Our Development Process 1.Make a bunch of Toys – intrinsically pleasurable to play with 2.Refine best toys and make some new ones 3.Select best toys, flesh out some mechanics

6 Our Development Process 1.Make a bunch of Toys – intrinsically pleasurable to play with 2.Refine best toys and make some new ones 3.Select best toys, flesh out some mechanics 4.Create contexts in which mechanics shine – Implied narrative that gives mechanics meaning

7 Our Development Process 1.Make a bunch of Toys – intrinsically pleasurable to play with 2.Refine best toys and make some new ones 3.Select best toys, flesh out some mechanics 4.Create contexts in which mechanics shine – Implied narrative that gives mechanics meaning 5.Devise challenges that augment contexts

8 Flow is most important thing

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

10 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)

11 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

12 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

13 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 5.Win – sense of closure

14

15 Gimme Lemonade!

16

17 YUMMM! So Sweet!

18 AR Toolkit

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

20 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

21 Frame Marker

22 Good for playing cards: www.TheGameCrafter.com

23 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

24 Virtual Button

25

26 Design Constraints of AR

27 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

28 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

29 Design Constraints of AR Camera angle and distance is precise – Theremin-esque toys (expressive movement) http://www.youtube.com/watch?v=nJYho56IN KU

30 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=D2r6RVIcip M

31 Design Constraints of AR It’s the MIXING of reality that’s fun

32 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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