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Augmented Reality Game Design Brian Schrank DePaul University Intro Lecture Spring 2013

Augmented Reality Game Design

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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 - PowerPoint PPT Presentation

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Page 1: Augmented Reality Game Design

Augmented Reality Game Design

Brian SchrankDePaul University

Intro LectureSpring 2013

Page 2: Augmented Reality Game Design

Our Development Process

Page 3: Augmented Reality Game Design

Our Development Process

1. Make a bunch of Toys– intrinsically pleasurable to play with

Page 4: Augmented Reality Game Design

Our Development Process

1. Make a bunch of Toys– intrinsically pleasurable to play with

2. Refine best toys and make some new ones

Page 5: Augmented Reality Game Design

Our Development Process

1. Make a bunch of Toys– intrinsically pleasurable to play with

2. Refine best toys and make some new ones3. Select best toys, flesh out some mechanics

Page 6: Augmented Reality Game Design

Our Development Process

1. Make a bunch of Toys– intrinsically pleasurable to play with

2. Refine best toys and make some new ones3. Select best toys, flesh out some mechanics4. Create contexts in which mechanics shine– Implied narrative that gives mechanics meaning

Page 7: Augmented Reality Game Design

Our Development Process

1. Make a bunch of Toys– intrinsically pleasurable to play with

2. Refine best toys and make some new ones3. Select best toys, flesh out some mechanics4. Create contexts in which mechanics shine– Implied narrative that gives mechanics meaning

5. Devise challenges that augment contexts

Page 8: Augmented Reality Game Design

Flow is most important thing

Page 9: Augmented Reality Game Design

Flow is most important thing

1. Press Start and – One cute simple thing on screen

Page 10: Augmented Reality Game Design

Flow is most important thing

1. Press Start and – One cute simple thing on screen

2. One clear action to be taken– Slowly move phone around– Entire screen is one button (no GUI)

Page 11: Augmented Reality Game Design

Flow is most important thing

1. Press Start and – One cute simple thing on screen

2. One clear action to be taken– Slowly move phone around– Entire screen is one button (no GUI)

3. Clear unified feedback about action– did action succeed or fail?– “tell the story in every detail”—Walt Disney

Page 12: Augmented Reality Game Design

Flow is most important thing

1. Press Start and – One cute simple thing on screen

2. One clear action to be taken– Slowly move phone around– Entire screen is one button (no GUI)

3. Clear unified feedback about action– did action succeed or fail?– “tell the story in every detail”—Walt Disney

4. Repeat steps 2-3 a dozen times

Page 13: Augmented Reality Game Design

Flow is most important thing

1. Press Start and – One cute simple thing on screen

2. One clear action to be taken– Slowly move phone around– Entire screen is one button (no GUI)

3. Clear unified feedback about action– did action succeed or fail?– “tell the story in every detail”—Walt Disney

4. Repeat steps 2-3 a dozen times5. Win– sense of closure

Page 14: Augmented Reality Game Design
Page 15: Augmented Reality Game Design

GimmeLemonade!

Page 16: Augmented Reality Game Design
Page 17: Augmented Reality Game Design

YUMMM! So Sweet!

Page 18: Augmented Reality Game Design

AR Toolkit

Page 19: Augmented Reality Game Design

AR Toolkit

• Visual Tracking– Image Marker• Natural feature tracking based on grayscale contrast• Developers can use any image to create markers

Page 20: Augmented Reality Game Design

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

Page 21: Augmented Reality Game Design

Frame Marker

Page 22: Augmented Reality Game Design

Frame Marker

Good for playing cards: www.TheGameCrafter.com

Page 23: Augmented Reality Game Design

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

Page 24: Augmented Reality Game Design

Virtual Button

Page 25: Augmented Reality Game Design

Virtual Button

Page 26: Augmented Reality Game Design

Design Constraints of AR

Page 27: Augmented Reality Game Design

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

Page 28: Augmented Reality Game Design

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

Page 29: Augmented Reality Game Design

Design Constraints of AR

• Camera angle and distance is precise– Theremin-esque toys (expressive movement)

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

Page 30: Augmented Reality Game Design

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

Page 31: Augmented Reality Game Design

Design Constraints of AR

• It’s the MIXING of reality that’s fun

Page 32: Augmented Reality Game Design

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