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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


Gimme

Lemonade!


YUMMM! So Sweet!



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



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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