A-Rage AGDC (The Australian Game Developers Conference)

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A PPT presentation given by A-Rage and Wearable Computer Lab at UniSA on: A-Rage: Augmented Reality Active Game Engine.

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A-Rage AGDC (The Australian Game Developers Conference)

  1. 1. Gameplay and Design Issues in Outdoor Augmented Reality Games Joe Velikovsky, Creative Director, A-Rage Pty Ltd Australian Game Developer’s Conference
  2. 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. 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. 4. Gameplay & Design Issues in Outdoor Augmented Reality Games Case Study: ARQuake Assoc. Prof. Bruce Thomas, WCL UniSA
  5. 5. What do people like & dislike about ARQuake? <ul><li>What aspects of the game should be highlighted? </li></ul><ul><li>What should be avoided? </li></ul>
  6. 6. ARQuake in a nutshell: <ul><li>Built in 2000, first `Outdoor AR GPS’ game </li></ul><ul><li>Take a desktop pc First-Person-Shooter game and modify it - to be used as an indoor/outdoor AR game. </li></ul><ul><li>Track the user’s head orientation and position in an indoor/outdoor setting. </li></ul><ul><li>Player, NPCs (Critters, Monsters), & Game Objects (Health, Guns, Armour, Ammo) are all rendered normally. </li></ul><ul><li>Model physical buildings - and render the game walls black, co-located with physical walls. </li></ul>
  7. 7. <ul><li>Black will appear transparent in HMD to the user, but the rendered black graphics will occlude monsters, critters and game objects. </li></ul><ul><li>Virtual walls, corridors, pillars, and doors are all still rendered. </li></ul><ul><li>As the user walks around the physical world moving their head, the game will update with this orientation and position information. </li></ul>ARQuake in a nutshell:
  8. 8. Original/Desktop Quake Image - Copyright id Software
  9. 9. Augmented Reality:
  10. 10. Non-AR View:
  11. 11. AR View:
  12. 12. Example Critters: Quake vs ARQuake
  13. 13. demon New textures Old textures
  14. 14. enforcer
  15. 15. soldier
  16. 16. zombie
  17. 17. ARQuake In-Game Footage: Video 1
  18. 18. Field of View (FOV) <ul><li>FOV of the HMD was 24 degrees horizontal </li></ul><ul><ul><li>Necessitated excessive head-turning by the users. </li></ul></ul><ul><ul><li>thought to be “extremely narrow”. </li></ul></ul><ul><li>FOV of 90 degrees </li></ul><ul><ul><li>commented that this felt much better. </li></ul></ul><ul><ul><li>Registration problems. </li></ul></ul><ul><li>FOV of 120 degrees. </li></ul><ul><ul><li>“ weird”; difference in parallax: </li></ul></ul><ul><ul><li>physical  virtual - uncomfortable. </li></ul></ul>
  19. 19. Visuals That Worked Well <ul><li>Floating objects worked well: </li></ul><ul><ul><li>“ they looked like they belonged in the game world.” </li></ul></ul><ul><ul><li>Users simply accepted them as part of the game. </li></ul></ul><ul><li>One effect the users liked was flames: </li></ul><ul><ul><li>“ the fire in ARQuake looked pretty good” and “it looked genuinely like fire.” </li></ul></ul>
  20. 20. Walking Around <ul><li>Users were able to walk through the virtual walls. </li></ul><ul><ul><li>“ Walking through walls, while being an interesting idea….. It looked solid, but I wasn't worried about walking through it because I knew that there was a room on the other side. Strangely enough, I didn't want to go out the other side….” </li></ul></ul><ul><li>One user noticed at one point, they were physically walking up a hill, but the game depicted flat ground. They stated it seemed to feel, while unexpected, easier to walk up because it looked flat. </li></ul>
  21. 21. Interaction <ul><li>Users experienced difficulties </li></ul><ul><li>picking objects up. </li></ul><ul><ul><li>Objects “tantalizingly” within arm’s reach, but could not be picked up. </li></ul></ul><ul><ul><li>This problem became quite frustrating for some of the users. </li></ul></ul><ul><li>Opening and closing doors - not difficult </li></ul><ul><li>Flying monsters require the correct weapon and strategy </li></ul>
  22. 22. Conclusion: <ul><li>Users overall, enjoyed ARQuake </li></ul><ul><li>Issues with Field Of View. </li></ul><ul><li>Small orientation errors - quite noticeable. </li></ul><ul><li>The standard shape of doors & corridors in Quake worlds - not well-suited to ARQuake . </li></ul><ul><li>The world feels better to the user, if it is brightly-lit. </li></ul><ul><li>Use of skybox/sky colour should be avoided. </li></ul><ul><li>Users did not like the use of shadows. </li></ul><ul><li>Floating objects work quite well in ARQuake . </li></ul>
  23. 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
  24. 24. This Presentation : <ul><li>Background </li></ul><ul><li>AR On-The-Cheap </li></ul><ul><li>Game Technology </li></ul><ul><li>Example AR Game: 3D Moon Lander </li></ul><ul><li>Conclusion </li></ul>
  25. 25. a-rage <ul><li>Research for a-rage AR game dev company </li></ul><ul><li>a_rage & ITEK provided scholarship for studies </li></ul>
  26. 26. Background: <ul><li>Augmented Reality is: the overlay of computer-generated images onto the real world, using a Head Mounted Display </li></ul>
  27. 27. Other Indoor AR Games <ul><li>Examples of Indoor AR games: </li></ul><ul><li>AquaGauntlet </li></ul><ul><li>AR2Hockey </li></ul><ul><li>MIND-WARPING </li></ul><ul><li>TouchSpace </li></ul><ul><li>etc </li></ul>
  28. 28. Indoor is Easy: <ul><li>Trackers can be tethered </li></ul><ul><li>Very accurate trackers available </li></ul><ul><li>Controlled environment </li></ul>Image courtesy polhemus.com
  29. 29. Outdoor is Harder: <ul><li>Unpredictable environments </li></ul><ul><li>Lower-accuracy trackers </li></ul><ul><li>Limited computer power </li></ul><ul><li>Limited power </li></ul><ul><li>Mobility and reliability </li></ul><ul><li>OST vs VST HMDs </li></ul>
  30. 30. Outdoor AR Games <ul><li>Only two real examples: </li></ul><ul><ul><li>ARQuake </li></ul></ul><ul><ul><li>Human Pacman </li></ul></ul>
  31. 31. … I want one at home? <ul><li>Expensive systems exist </li></ul><ul><li>Accurate tracking(50cm), high-resolution, compact </li></ul><ul><li>Cost: AU$20,000 </li></ul><ul><li>Too expensive for </li></ul><ul><li>kids to play games on! </li></ul><ul><li>Need a consumer- </li></ul><ul><li>level alternative </li></ul>
  32. 32. The Question: <ul><li>Can AR games be designed and implemented, in such a way as to make them playable on low-performance level hardware? </li></ul>
  33. 33. AR `On-The-Cheap’ <ul><li>Our consumer-level hardware system: </li></ul><ul><li>Possible cost: ~$500 </li></ul>
  34. 34. What problems does this cause? <ul><li>Cheap GPS is only accurate to 5 meters </li></ul><ul><li>Trackers ‘drift’ </li></ul><ul><li>PAL/NTSC resolution </li></ul><ul><li>Limited input </li></ul><ul><li>so: </li></ul><ul><li>in your backyard </li></ul><ul><li> is not yet possible…  </li></ul>
  35. 35. Game Design vs AR Technology! <ul><li>Make the game fit the hardware limitations </li></ul><ul><ul><li>eg. OST - ‘ghosts’ in Ghosts of Sweet Auburn </li></ul></ul><ul><li>GPS ‘snap-to’ grid system, with hysteresis </li></ul><ul><li>Picking the correct tracker </li></ul><ul><li>Avoid registration with the real world </li></ul>
  36. 36. 3-D Moon Lander <ul><li>Example AR game - demonstrating the concepts </li></ul><ul><li>Based on 1979 Atari game Lunar Lander - and pc clones </li></ul>
  37. 37. GPS Snap-To: Moon Lander Video
  38. 38. Conclusion <ul><li>Many games can be designed to work on this hardware platform </li></ul><ul><li>Problems do exist, but careful Game Design can work around these </li></ul><ul><li>We have tested the system outdoors and the GPS snapping and tracker work well </li></ul><ul><li>Further play-testing by a_rage will reveal any other problems this system may offer, which we can then improve on. </li></ul>
  39. 39. AR Game Design <ul><li>joe velikovsky [Game Design Lead] game designer former national games market analyst, Inform BACS, AFTRS JOETEEVEE.COM 10 years in the games industry </li></ul>
  40. 40. HMV PROTOTYPE
  41. 41. Design Elements <ul><li>3-D AR `port’ of Space Invaders </li></ul><ul><li>5 m GPS = </li></ul><ul><ul><li>2 locations 5m apart </li></ul></ul><ul><ul><ul><li>(Turret & Bunker) </li></ul></ul></ul><ul><li>Immersive game space = N,W,E, </li></ul><ul><li>Flames & floating objects </li></ul><ul><ul><li>= UFO FPS! Set in 1950’s </li></ul></ul><ul><li>UI = intuitive </li></ul><ul><ul><li>= HMV is pointing device </li></ul></ul><ul><ul><li>as per ARQuake </li></ul></ul><ul><li>Content = TV set! </li></ul><ul><li>Directional sound </li></ul><ul><li>Dev cycle = short </li></ul>
  42. 42. TURRET  5m  BUNKER 5m GPS
  43. 43. Video YouTube: http://www.youtube.com/joeteevee#p/a/u/2/bdT2eRy8WYg
  44. 44. AR OUTDOORS/INDOORS
  45. 45. IDG 2003 GAMES INDUSTRY WHITE PAPER &quot;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.&quot; Ted Price, CEO, Insomniac Games Spyro, Ratchet & Clank from IDG 2003 Games Industry White Paper p. 94-95
  46. 46. <ul><li>DESIGN PHILOSOPHY </li></ul><ul><li>1 ) Port `hit’ games over to AR </li></ul><ul><ul><li>[Space Invaders: Old Games, New Platform ] </li></ul></ul><ul><li>2) K.I.S. - Keep It Simple! </li></ul><ul><ul><li>[Games low on Graphics / high on Gameplay] </li></ul></ul><ul><li>3) Play-Balance/Flow Theory - `Challenge & Reward’ </li></ul><ul><li>4) 10 Mini-games (like EyeToy bundle) </li></ul><ul><li>5) Risk management - Shorter Dev Cycle! </li></ul><ul><li>Later: bigger budgets, and longer games </li></ul>
  47. 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 ’
  48. 48. Shoot-em-up: 3-D http://www.youtube.com/joeteevee#p/a/u/2/bdT2eRy8WYg
  49. 49. Arcade Platform
  50. 50. Adventure Puzzle
  51. 51. Sports Action
  52. 52. RTS
  53. 53. THEME PARKS & ARCADES
  54. 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. 55. A-Rage CONSUMER HMV: (Head Mounted Visor)
  56. 56. Q & A Joe Velikovsky www.joeteevee.com

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