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Gameplay and  Design Issues   in  Outdoor  Augmented  Reality Games   Joe Velikovsky, Creative Director, A-Rage Pty Ltd Australian Game Developer’s Conference
SPEAKERS: Assoc. Prof. Bruce Thomas  Director of Wearable Computer Lab, UniSA  Chief Technical Officer, a_rage pty ltd Dr. Wayne Piekarski, Assoc Director, WCL Director of Research, a_rage pty ltd Benjamin Avery  UniSA Computer and Information Science  Honours student, WCL Lead Game Programmer, a_rage pty ltd Joe Velikovsky  Creative Director &  Game Design Lead, a_rage pty ltd
OVERVIEW: 3 AR Game  Case Studies ARQuake  – Assoc Prof Bruce Thomas 3-D Moon Lander  &  the ARAGE Hardware – Ben Avery 3-D Sky Invaders  – Joe Velikovsky
Gameplay & Design Issues  in  Outdoor Augmented Reality Games   Case Study:  ARQuake Assoc. Prof. Bruce Thomas, WCL UniSA
What do people like &  dislike about  ARQuake? ,[object Object],[object Object]
ARQuake  in a nutshell: ,[object Object],[object Object],[object Object],[object Object],[object Object]
[object Object],[object Object],[object Object],ARQuake  in a nutshell:
Original/Desktop  Quake Image - Copyright  id Software
Augmented Reality:
Non-AR View:
AR View:
Example Critters: Quake  vs  ARQuake
demon New textures Old textures
enforcer
soldier
zombie
ARQuake   In-Game Footage: Video 1
Field of View (FOV) ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Visuals That Worked Well ,[object Object],[object Object],[object Object],[object Object],[object Object]
Walking Around ,[object Object],[object Object],[object Object]
Interaction ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Conclusion: ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
A Study of Performance of Consumer Level Hardware   for Outdoor Augmented Reality Gaming by Benjamin Avery Supervisor: Assoc Prof Bruce Thomas Assoc. Supervisor: Dr Wayne Piekarski
This Presentation : ,[object Object],[object Object],[object Object],[object Object],[object Object]
a-rage ,[object Object],[object Object]
Background: ,[object Object]
Other Indoor AR Games ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Indoor is Easy: ,[object Object],[object Object],[object Object],Image courtesy polhemus.com
Outdoor is Harder: ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Outdoor AR Games ,[object Object],[object Object],[object Object]
… I want one at home?   ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
The Question: ,[object Object]
AR  `On-The-Cheap’ ,[object Object],[object Object]
What problems does this cause? ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Game Design vs AR Technology! ,[object Object],[object Object],[object Object],[object Object],[object Object]
3-D Moon Lander ,[object Object],[object Object]
GPS Snap-To: Moon Lander Video
Conclusion ,[object Object],[object Object],[object Object],[object Object]
AR Game Design ,[object Object]
HMV PROTOTYPE
Design Elements ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
TURRET   5m  BUNKER 5m GPS
Video YouTube: http://www.youtube.com/joeteevee#p/a/u/2/bdT2eRy8WYg
AR OUTDOORS/INDOORS
IDG 2003 GAMES INDUSTRY WHITE PAPER   "I hope that peripheral companies start to look at opportunities for getting the joystick out of peoples’ hands and doing something different, - or getting us away from the TV screen with something like Head-Mounted Displays. I would love to see someone take on this challenge of establishing a real virtual environment with the power that the new consoles should provide."  Ted Price,  CEO, Insomniac Games Spyro, Ratchet & Clank from IDG 2003 Games Industry White Paper p. 94-95
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
GAME DESIGN 1) USER-FOCUSED GAMES (`Plug & Play’) 2) SIMPLE ADDICTIVE GAMEPLAY = FUN FACTOR 3) HIGH REPLAY VALUE 4) Age: 15+ - for physical co-ordination 5) SAFETY - in goggle view is never `off ’
Shoot-em-up: 3-D http://www.youtube.com/joeteevee#p/a/u/2/bdT2eRy8WYg
Arcade Platform
Adventure Puzzle
Sports Action
RTS
THEME PARKS & ARCADES
WHY A.R. PLATFORM? 1) POSITIVE SOCIAL ASPECT (Multiplayer) 2) ACTIVE GAMING OUTDOORS = Healthy 3) BROAD AGE & GENDER APPEAL = Adults, M & F 4) FOLLOWS MOBILE GAMING TREND  (e.g. cell phone games, GBA, N-GAGE PSP) 5) ADVANCES the gaming `State of the Art’ 6) Look & Feel = instant appeal/looks awesome
A-Rage CONSUMER HMV: (Head Mounted Visor)
Q & A  Joe Velikovsky www.joeteevee.com

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A-Rage AGDC (The Australian Game Developers Conference)

  • 1. Gameplay and Design Issues in Outdoor Augmented Reality Games Joe Velikovsky, Creative Director, A-Rage Pty Ltd Australian Game Developer’s Conference
  • 2. SPEAKERS: Assoc. Prof. Bruce Thomas Director of Wearable Computer Lab, UniSA Chief Technical Officer, a_rage pty ltd Dr. Wayne Piekarski, Assoc Director, WCL Director of Research, a_rage pty ltd Benjamin Avery UniSA Computer and Information Science Honours student, WCL Lead Game Programmer, a_rage pty ltd Joe Velikovsky Creative Director & Game Design Lead, a_rage pty ltd
  • 3. OVERVIEW: 3 AR Game Case Studies ARQuake – Assoc Prof Bruce Thomas 3-D Moon Lander & the ARAGE Hardware – Ben Avery 3-D Sky Invaders – Joe Velikovsky
  • 4. Gameplay & Design Issues in Outdoor Augmented Reality Games Case Study: ARQuake Assoc. Prof. Bruce Thomas, WCL UniSA
  • 5.
  • 6.
  • 7.
  • 8. Original/Desktop Quake Image - Copyright id Software
  • 13. demon New textures Old textures
  • 17. ARQuake In-Game Footage: Video 1
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  • 23. A Study of Performance of Consumer Level Hardware for Outdoor Augmented Reality Gaming by Benjamin Avery Supervisor: Assoc Prof Bruce Thomas Assoc. Supervisor: Dr Wayne Piekarski
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  • 37. GPS Snap-To: Moon Lander Video
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  • 42. TURRET  5m  BUNKER 5m GPS
  • 45. IDG 2003 GAMES INDUSTRY WHITE PAPER "I hope that peripheral companies start to look at opportunities for getting the joystick out of peoples’ hands and doing something different, - or getting us away from the TV screen with something like Head-Mounted Displays. I would love to see someone take on this challenge of establishing a real virtual environment with the power that the new consoles should provide." Ted Price, CEO, Insomniac Games Spyro, Ratchet & Clank from IDG 2003 Games Industry White Paper p. 94-95
  • 46.
  • 47. GAME DESIGN 1) USER-FOCUSED GAMES (`Plug & Play’) 2) SIMPLE ADDICTIVE GAMEPLAY = FUN FACTOR 3) HIGH REPLAY VALUE 4) Age: 15+ - for physical co-ordination 5) SAFETY - in goggle view is never `off ’
  • 52. RTS
  • 53. THEME PARKS & ARCADES
  • 54. WHY A.R. PLATFORM? 1) POSITIVE SOCIAL ASPECT (Multiplayer) 2) ACTIVE GAMING OUTDOORS = Healthy 3) BROAD AGE & GENDER APPEAL = Adults, M & F 4) FOLLOWS MOBILE GAMING TREND (e.g. cell phone games, GBA, N-GAGE PSP) 5) ADVANCES the gaming `State of the Art’ 6) Look & Feel = instant appeal/looks awesome
  • 55. A-Rage CONSUMER HMV: (Head Mounted Visor)
  • 56. Q & A Joe Velikovsky www.joeteevee.com