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Augmented Reality Game Design. Brian Schrank DePaul University Intro Lecture Spring 2013. Our Development Process. Our Development Process. Make a bunch of Toys intrinsically pleasurable to play with. Our Development Process. Make a bunch of Toys

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augmented reality game design

Augmented Reality Game Design

Brian Schrank

DePaul University

Intro Lecture

Spring 2013

our development process1
Our Development Process
  • Make a bunch of Toys
    • intrinsically pleasurable to play with
our development process2
Our Development Process
  • Make a bunch of Toys
    • intrinsically pleasurable to play with
  • Refine best toys and make some new ones
our development process3
Our Development Process
  • Make a bunch of Toys
    • intrinsically pleasurable to play with
  • Refine best toys and make some new ones
  • Select best toys, flesh out some mechanics
our development process4
Our Development Process
  • Make a bunch of Toys
    • intrinsically pleasurable to play with
  • Refine best toys and make some new ones
  • Select best toys, flesh out some mechanics
  • Create contexts in which mechanics shine
    • Implied narrative that gives mechanics meaning
our development process5
Our Development Process
  • Make a bunch of Toys
    • intrinsically pleasurable to play with
  • Refine best toys and make some new ones
  • Select best toys, flesh out some mechanics
  • Create contexts in which mechanics shine
    • Implied narrative that gives mechanics meaning
  • Devise challenges that augment contexts
flow is most important thing1
Flow is most important thing
  • Press Start and
    • One cute simple thing on screen
flow is most important thing2
Flow is most important thing
  • Press Start and
    • One cute simple thing on screen
  • One clear action to be taken
    • Slowly move phone around
    • Entire screen is one button (no GUI)
flow is most important thing3
Flow is most important thing
  • Press Start and
    • One cute simple thing on screen
  • One clear action to be taken
    • Slowly move phone around
    • Entire screen is one button (no GUI)
  • Clear unified feedback about action
    • did action succeed or fail?
    • “tell the story in every detail”—Walt Disney
flow is most important thing4
Flow is most important thing
  • Press Start and
    • One cute simple thing on screen
  • One clear action to be taken
    • Slowly move phone around
    • Entire screen is one button (no GUI)
  • Clear unified feedback about action
    • did action succeed or fail?
    • “tell the story in every detail”—Walt Disney
  • Repeat steps 2-3 a dozen times
flow is most important thing5
Flow is most important thing
  • Press Start and
    • One cute simple thing on screen
  • One clear action to be taken
    • Slowly move phone around
    • Entire screen is one button (no GUI)
  • Clear unified feedback about action
    • did action succeed or fail?
    • “tell the story in every detail”—Walt Disney
  • Repeat steps 2-3 a dozen times
  • Win
    • sense of closure
slide15

Gimme

Lemonade!

ar toolkit1
AR Toolkit
  • Visual Tracking
    • Image Marker
      • Natural feature tracking based on grayscale contrast
      • Developers can use any image to create markers
ar toolkit2
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
slide22

Frame Marker

  • Good for playing cards: www.TheGameCrafter.com
ar toolkit3
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
design constraints of ar1
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
design constraints of ar2
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
design constraints of ar3
Design Constraints of AR
  • Camera angle and distance is precise
    • Theremin-esque toys (expressive movement)

http://www.youtube.com/watch?v=nJYho56INKU

design constraints of ar4
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=D2r6RVIcipM

design constraints of ar5
Design Constraints of AR
  • It’s the MIXING of reality that’s fun
design constraints of ar6
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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