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Ghostwire Creating Augmented Reality Experiences on Nintendo DSi Tom Söderlund A Different Game.

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Presentation on theme: "Ghostwire Creating Augmented Reality Experiences on Nintendo DSi Tom Söderlund A Different Game."— Presentation transcript:

1 Ghostwire Creating Augmented Reality Experiences on Nintendo DSi Tom Söderlund A Different Game

2 Introduction

3 Topic de jour Creating Augmented Reality Experiences on Nintendo DSi

4 Augmented Reality Combination of real-world and computer-generated data

5 Augmented Reality: Usage

6 IPerG: “Epidemic Menace” (2004)

7 Augmented Reality 2.0

8 Ghostwire Symbian (2006)

9 Ghostwire DSi

10 Why Nintendo DSi?

11 Technical Restraints No Markers Mobile Limited Hardware

12 How It Works

13 Frame 1Frame 2 How It Works

14 Key Design Challenges Suspension of Disbelief Robustness Longevity

15 Suspension of Disbelief Challenge #1 Suspension of Disbelief: How to Create a Believable Ghost?

16 Suspension of Disbelief: OK Concept Art

17 Suspension of Disbelief: Fail

18 Suspension of Disbelief: Solution Player Instructions Suitable Content for Augmented Reality The Properties of Ghosts

19 Robustness Challenge #2 Robustness: How to avoid motion-tracking errors?

20 Robustness: OK Concept Art

21 Robustness: Fail Concept Art

22 Limiting the Degrees of Freedom Player 360° Ghost

23 Longevity Challenge #3 Longevity: How to make the fun last?

24 Extending the AR Gameplay Core AR Gameplay

25 Expanding Gameplay Beyond AR Tools CollectionAdventure Mini-Games Puzzles Augmented Reality

26 Conclusions Suspension of Disbelief: Use Suitable Content Robustness: Degrees of Freedom Longevity: Extend and Expand

27 Ghostwire DSi: Sneak Preview

28 Hej Då! www.ghostwiregame.com @ghostwiregame tom@adifferentgame.com


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