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Physical Prototyping for AR

Physical Prototyping for AR. AR Game Design & Development Brian Schrank Spring 2013 DePaul University, CDM. What is a “prototype”?. What is a “prototype”?. the original or model on which something is based or formed. . What is a “prototype”?.

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Physical Prototyping for AR

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  1. Physical Prototyping for AR AR Game Design & Development Brian Schrank Spring 2013 DePaul University, CDM

  2. What is a “prototype”?

  3. What is a “prototype”? • the original or model on which something is based or formed.

  4. What is a “prototype”? • the original or model on which something is based or formed. • an archetype;aprimitiveformregardedasthebasisofafuture group.

  5. What is a “prototype”?

  6. What is a “prototype”? Douglas Engelbartinvented the first mouse prototype in 1963.

  7. Why make prototypes?

  8. Why make prototypes? Save time and money.

  9. Software Development Models Spiral Model vs. Waterfall Model

  10. Why make prototypes? To ask a specific question.

  11. Why make prototypes? To ask a specific TECHNICAL question:

  12. Why make prototypes? To ask a specific TECHNICAL question: • Can we render that many enemies onscreen?

  13. Why make prototypes? To ask a specific TECHNICAL question: • Can we render that many enemies onscreen?

  14. Why make prototypes? To ask a specific TECHNICAL question: • Can we render that many enemies onscreen? • Can we get simple multiplayer working?

  15. Why make prototypes? To ask a specific TECHNICAL question: • Can we render that many enemies onscreen? • Can we get simple multiplayer working? • Can we get rumble working on Xbox controllers?

  16. Why make prototypes? To ask a specific DESIGN question:

  17. Why make prototypes? To ask a specific DESIGN question: • Will the game mechanic feel good to do over and over? Is it a good toy?

  18. Why make prototypes? To ask a specific DESIGN question: • Will the game mechanic feel good to do over and over? Is it a good toy? • Will the game mechanic be intuitive?

  19. How would you prototype to see if the main mechanic in Katamari Damacy was intuitive and toylike?

  20. Katamari Damacy prototype by our very own David Bayzer at this year’s GDC

  21. Why make prototypes? To ask a specific ART question: • Will intense parallax add interest and depth or confusionand noise?

  22. Why make prototypes? To ask a specific ART question: • Will intense parallax add interest and depth or confusionand noise? Ziggurat the iOS game has well-done, intense parallax.

  23. Okay, so why make PHYSICAL prototypes?

  24. Okay, so why make PHYSICAL prototypes?  This but faster.

  25. How would you physically prototype PONG?...

  26. “Wizard of Ozing” PONG = 5 Wizards

  27. Why make PHYSICAL prototypes?  This but faster. But that’s not all…

  28. Playfully engaging the physical world provides a wealth of game ideas.

  29. ? ? When you embodyideas they becomemore plastic. ? ? ? ?

  30. What was Keita Takahashi’s inspiration for Katamari Damacy?

  31. What was Keita Takahashi’s inspiration for Katamari Damacy? “Tamakorogashi”

  32. more real-world inspiration…

  33. HALF of AR is physical! So the “real-world” can be more than inspiration…

  34. Jorge Murillo’s diagram of AR

  35. HALF of AR is physical!

  36. HALF of AR is physical!

  37. HALF of AR is physical!

  38. When the virtual dominates, AR loses its purpose and appeal.

  39. When developingfor AR…FEEL your own embodiment.USE the physical world to be super creative & plastic.

  40. Butoh(Japanese performance/dance) • playful and grotesque imagery • taboo topics • extreme, absurd environments • slow hyper-controlled motion https://www.youtube.com/watch?v=9ms7MGs2Nh8 https://www.youtube.com/watch?v=AnR1FJ6yQq4

  41. Walking Meditation

  42. Questions?

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