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Immersive Game Play Elements . Game Idea. Concept based on relatedness, competence and autonomy from article Rethinking Carrots by Immersive Inc. Area I am most interested in is relatedness or as the article puts it our need to connect with other people

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PowerPoint Slideshow about 'Immersive Game Play Elements ' - MartaAdara


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Game idea l.jpg
Game Idea

  • Concept based on relatedness, competence and autonomy from article Rethinking Carrots by Immersive Inc.

  • Area I am most interested in is relatedness or as the article puts it our need to connect with other people

  • Players will interact through the Virtual World to face off and communicate visually with other people

  • Focus on

  • “Virtual Tag”

  • Examples- Mario Cart 64, Mech Assault, Rainbow 6


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Game Concept 1

  • Players will navigate through the virtual environment attempting to tag other players to gain points.

  • Each player will be allowed to be in 2 game states: offense (red) and defense (blue). However, Each player will only have a cumulative time period he can be in attack mode. If he surpasses this time limit, he loses a point and respawns somewhere else on the game board. A player can decrease his cumulative attack time by going into defense mode.

  • Powerups in the level will be available that will increase players speed ability and maximum attack state number.


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Why do this in 3d?

  • I would like to test if a virtual world is more immersive than 2d. I believe that an over the shoulder or first person view will help bring the character into the world I have created.

  • The camera view will be a third person view where the user can see both his own player and the field of view in front of him


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Animations on player actions as discussed in “Where is the design in level design?” by Tito Pagan.

  • Plan to test several elements from 2d and 3d animation in the computer game world as an important immersive element in game play

  • Combination of procedurally driven motion from user inputs and predefined animations from Maya

  • Overlapping motion, squash and stretch, secondary action, follow through, anticipation, ease in and ease out, appeal


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Interaction Design on player actions as discussed in “Where is the design in level design?” by Tito Pagan.

  • I Plan to incorporate many of the User Interface elements into the actual game in an attempt to test immersion in the games.


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Human Computer Interaction on player actions as discussed in “Where is the design in level design?” by Tito Pagan.

  • I would like to test different methods for communicating with the game environment. I plan to hack a joystick with an accelerometer so that motion within the game will be controlled by players body motion.

  • Inspiration from the Nintendo Wii controller.


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Questions? input from multiple users at one time.


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