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Augmented Reality Game Design Brian Schrank DePaul University Intro Lecture Spring 2013
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Our Development Process
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1.Make a bunch of Toys – intrinsically pleasurable to play with
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Our Development Process 1.Make a bunch of Toys – intrinsically pleasurable to play with 2.Refine best toys and make some new ones
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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
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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
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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
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Flow is most important thing
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1.Press Start and – One cute simple thing on screen
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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)
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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
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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
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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
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Gimme Lemonade!
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YUMMM! So Sweet!
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AR Toolkit
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Visual Tracking – Image Marker Natural feature tracking based on grayscale contrast Developers can use any image to create markers
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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
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Frame Marker
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Good for playing cards: www.TheGameCrafter.com
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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
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Virtual Button
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Design Constraints of AR
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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
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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
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Design Constraints of AR Camera angle and distance is precise – Theremin-esque toys (expressive movement) http://www.youtube.com/watch?v=nJYho56IN KU
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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
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Design Constraints of AR It’s the MIXING of reality that’s fun
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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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