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Eric Maslowski
University of Michigan 3D Lab
   emaslows@umich.edu

         June, 2012
Project Overview
    • Goals
    • What it’s About
    • Inspiration

Lessons Learned
   • Input
   • Navigation

What’s Next
All of this possible through funding by:
            Department of Education
               National Institute on
Disability and Rehabilitation Research (NIDRR)

               #H133G100118
The Team
Advisory Board               Core Development

  Individuals from target           Michelle Meade (PI)
       demographic                 University of Michigan

Health care professionals      University of Michigan 3D Lab
                                  • Artists (2 students, 0.5 FTE)
 Group meets monthly to           • Coders (2 students, 0.5 FTE)
discuss progress, play-test,      • Manager (0.2 FTE)
     and offer content
       suggestions.
What is it?
  Address health and social
situations for those with SCI.

  Built around established
conventions found in games.

 If the game is “FUN” they
 will keep playing giving us
   more opportunities for
       reaching them.
Player is confronted with real considerations
(pressure releases, day planning, bowel/bladder, etc. )

     But need to earn cash, fight animal minions,
                   save the world

              Action / Adventure / RPG
• iOS Platforms (iPad, iPod,
iPhone)

• Unity3D Game Engine

• Alienbrain Asset Management

• 3D Studio Max, Zbrush,
Photoshop, After Effects
The Player
Model - Wheelchair
Model - Wheelchair
Model - Wheelchair
Model - Wheelchair
Model - Wheelchair
Helping Hands
Save the World
The underlying theme is still all about
       the health mechanics
Inspiration
•   South Park
•   Adult Swim
•   Call of Duty
•   Assassin’s Creed
•   Uncharted
•   Ratchet and Clank
•   Mario
•   Zelda
•   Deathspank
•   Fallout 3
•   Hot Shots
•   Naked Gun
Where’s the Line?
• Humor over Gore

• No Representative Violence
Input & Design
1. Favor Cerebral Challenges Over Reflex

• Response Time Varies
• Accuracy Varies
• Sweaty Fingers



• Risk of it being “too Easy”
• Difficult to fit certain genres
• Doesn’t satisfy “twitch junkies”
• Organization works well
• Simple Click-n-Drag
2. Single Action Mechanics
• Some can’t use both hands
• Dual joysticks need to go
• Difficult to juggle multiple actions
• Requires extra care with design
• Often needs special code (ex. Auto-aim)
3. Quick Swipes vs. Long Gestures




• Many can’t use full screen (resting pose, shoulder movements, etc.)
• Difficult to change direction mid-stroke
• Minor spasms and twitches affect strokes
4. Single/Double Taps

• Keep it simple
• Single clicks when possible
• Twitch can = accidental double click
• Use context sensitive menus if stuck
• Knuckle drag
Navigation
Point-and-Go

Tap on where want to go in
environment and character
goes there

• Very accessible
• Occasionally frustrating
• Requires solid path-finding
• Can be dull
Independent Drive

Set the speed of each wheel
independently. Drag on
character to move both
together.

• Fun, like driving a tank
• Hard to control at high speed
• Boring for longer distances
Track Ball
Swipe in direction you want to travel.
Can build up speed.

• Accessible, configurable
• Fun
• Requires constant interaction
• Works well with health, stress, energy
Level Design
Level Design
Video

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SCI-Hard - Lessons Learned for Mobile Game Development

  • 1. Eric Maslowski University of Michigan 3D Lab emaslows@umich.edu June, 2012
  • 2. Project Overview • Goals • What it’s About • Inspiration Lessons Learned • Input • Navigation What’s Next
  • 3. All of this possible through funding by: Department of Education National Institute on Disability and Rehabilitation Research (NIDRR) #H133G100118
  • 5. Advisory Board Core Development Individuals from target Michelle Meade (PI) demographic University of Michigan Health care professionals University of Michigan 3D Lab • Artists (2 students, 0.5 FTE) Group meets monthly to • Coders (2 students, 0.5 FTE) discuss progress, play-test, • Manager (0.2 FTE) and offer content suggestions.
  • 6. What is it? Address health and social situations for those with SCI. Built around established conventions found in games. If the game is “FUN” they will keep playing giving us more opportunities for reaching them.
  • 7. Player is confronted with real considerations (pressure releases, day planning, bowel/bladder, etc. ) But need to earn cash, fight animal minions, save the world Action / Adventure / RPG
  • 8. • iOS Platforms (iPad, iPod, iPhone) • Unity3D Game Engine • Alienbrain Asset Management • 3D Studio Max, Zbrush, Photoshop, After Effects
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  • 21. The underlying theme is still all about the health mechanics
  • 22. Inspiration • South Park • Adult Swim • Call of Duty • Assassin’s Creed • Uncharted • Ratchet and Clank • Mario • Zelda • Deathspank • Fallout 3 • Hot Shots • Naked Gun
  • 23. Where’s the Line? • Humor over Gore • No Representative Violence
  • 25. 1. Favor Cerebral Challenges Over Reflex • Response Time Varies • Accuracy Varies • Sweaty Fingers • Risk of it being “too Easy” • Difficult to fit certain genres • Doesn’t satisfy “twitch junkies”
  • 26. • Organization works well • Simple Click-n-Drag
  • 27. 2. Single Action Mechanics • Some can’t use both hands • Dual joysticks need to go • Difficult to juggle multiple actions • Requires extra care with design • Often needs special code (ex. Auto-aim)
  • 28. 3. Quick Swipes vs. Long Gestures • Many can’t use full screen (resting pose, shoulder movements, etc.) • Difficult to change direction mid-stroke • Minor spasms and twitches affect strokes
  • 29. 4. Single/Double Taps • Keep it simple • Single clicks when possible • Twitch can = accidental double click • Use context sensitive menus if stuck • Knuckle drag
  • 31. Point-and-Go Tap on where want to go in environment and character goes there • Very accessible • Occasionally frustrating • Requires solid path-finding • Can be dull
  • 32. Independent Drive Set the speed of each wheel independently. Drag on character to move both together. • Fun, like driving a tank • Hard to control at high speed • Boring for longer distances
  • 33. Track Ball Swipe in direction you want to travel. Can build up speed. • Accessible, configurable • Fun • Requires constant interaction • Works well with health, stress, energy
  • 36. Video

Editor's Notes

  1. This project in it’s simplest form is aimed at creating a fun and engaging game that addresses many of the health and social situations for those with a Spinal Cord Injury.The game is built around common conventions proven in the game industry and uses any method suitable for a given situation such as action, adventure, sports, and puzzle solving with a strong emphasis on off-beat (and sometimes crude) humor to deliver the messages of the game.
  2. Even though the game has elements of puzzle solving, adventure, action, sports, shooting, and driving; at it’s core it is an Action-Adventure-RPG game with character development being a significant part of the experience. The player character for the game is a recent SCI patient who needs to adapt to their new abilities and the world around them. As a SCI individual the player is confronted with real considerations of someone with a SCI such as pressure releases, day and meal planning, and managing assistants/friends. The player must manage the above while trying to earn cash for new gear, fight legions of animal minions, and figure out a secret plot of world domination.
  3. Ios for demographic, stability in platform specs, popularity
  4. Physicians, OT/PT, assistants, zombies
  5. Against Dr. Schrync and his hordes of animal minions.
  6. Stress, energy, health, skin, bladder, etc.
  7. Board agreed on these sources
  8. First opening animation, asked board to help define the line
  9. Sweatyipad doesn’t work so well.
  10. Organization, simple click and drag
  11. Some can’t use both hands, want to keep it fun and free from frustration
  12. Can’t do full screen sometimes, hard to change direction, often resting in odd poses on lap/arm rest/etc.
  13. Menus (assistant), knuckles need averaging or first contact
  14. It all comes down to moving on screen
  15. Trackball dynamic.
  16. Trackball dynamic.