Design principles for great AR games

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Design principles for great AR games Wendelin Reich, PHD Founder & CEO Virtualbeings.co

Transcript of Design principles for great AR games

Page 1: Design principles for great AR games

Design principles forgreat AR games

Wendelin Reich, PHDFounder & CEO

Virtualbeings.co

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AR gaming is already here, right ?

January 21, 2016 2Desigining great AR games | wendelin reich

Ingress (niantic labs / Google) Pokemon Go

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Let's be clear about two things

1. Definitions 2. Great ar doesnt exist yet

●AR and VR: cognitive terms

●Precise “registration” (not GPS)

●Not every AR game is actually AR (But it will be here soon)

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AR tech 1/3 : marker-based tracking

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●Vuforia (Qualcomm, PTC), Kudan, Metaio, …●Marker must be in FOV

CastAR

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AR tech 2/3 : Head-mounted displays

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Microsoft HoloLens

Daqri Smart Helmet

Meta AR

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AR tech 3/3 : touchscreen devices

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Project Tango Devkit (Google)

RealSense/Tango devkit (Intel + Google)

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Who will win ?

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●HMD vs Handheld: both may be useful

●Don't forget the form factor:

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What do I do with AR ?

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Demo

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How close are we to hi-fi AR gaming ?

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1) Lag, drift, noise (Demo)

2) Field-of-view (for HMDs)

3) Occlusion (Magic Leap!)

There are at least 5 remaining technical challenges

4) Collision

5) Light

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How close are we to hi-fi AR gaming ?

January 21, 2016 11Desigining great AR games | wendelin reich

1) Lag, drift, noise (Demo)

2) Field-of-view (for HMDs)

3) Occlusion (Magic Leap!)

There are at least 5 remaining technical challenges

4) Collision

5) Light

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Dealing with the unknown setting

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●Can your game be played in any setting ?

●Does the scale of your game fit the world ?●This can be faked in handheld AR●Delta camera vs absolute camera

●Do you deal with occlusion ?

●Do you deal with dynamic changes ?

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Scale matters...

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(PS : will Minecraft work at toy scale?)

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Dealing with the constrained player

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• Unlike VR, free player movement is feasible in AR

• But not always practical!

• As in VR, this is an opportunity !

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Dealing with the constrained player

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• Unlike VR, free player movement is feasible in AR

• But not always practical!

• As in VR, this is an opportunity !

I expect you to die

(Schell Games)

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Consraining the unconstrained player

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• You cannot constrain player rotation

• You cannot constrain player movement

• One trick : markers

• Handle player collisions with geometry

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And now the$1.000.000 question

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What is fun in AR ?

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Let's focus on indoor scenarios

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Alien Invasion (from Wetzel et al, Designing mobile AR games)

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Fun 1/5 : Virtual toys

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Transformers demo (Intel RealSense Tablet) Racing track (made of atoms, not bits)

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Fun 2/5 : Virtual boardgames, pets

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Jenga on Project Tango 'The kitten' on Project Tango

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Fun 3/5 : Object-centered puzzles

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Twisty Planets (Android)The Room 1-3 (iOS, Android)

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Though not every puzzler will fit...

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Shadowmatic (iOS)

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Fun 4/5 : Anything that makes movement meaningful

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(Remember that?)

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Fun 5/5 : Games that mess with reality in interesting ways

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(Surprise me! :-)

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A final wish : please don't overpromise

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HoloLens Minecraft 'demo'

Drakerz Kickstarter,

Expectations vs reality

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… or this will happen

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THANK YOU!

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Wendelin Reich, PHDFounder & CEO

Virtualbeings.co

@wendelinreich@virtualbeings

[email protected]