Title: Gameplay and
1- Gameplay and
- Design Issues
- in
- Outdoor Augmented Reality Games
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
4Gameplay Design Issues in Outdoor Augmented
Reality Games Case Study ARQuakeAssoc. Prof.
Bruce Thomas, WCL UniSA
5What do people like dislike about ARQuake?
- What aspects of the game should be highlighted?
- What should be avoided?
6ARQuake in a nutshell
- Built in 2000, first Outdoor AR GPS game
- Take a desktop pc First-Person-Shooter game and
modify it - to be used as an indoor/outdoor AR
game. - Track the users head orientation and position in
an indoor/outdoor setting. - Player, NPCs (Critters, Monsters), Game Objects
(Health, Guns, Armour, Ammo) are all rendered
normally. - Model physical buildings - and render the game
walls black, co-located with physical walls.
7ARQuake in a nutshell
- Black will appear transparent in HMD to the user,
but the rendered black graphics will occlude
monsters, critters and game objects. - Virtual walls, corridors, pillars, and doors are
all still rendered. - As the user walks around the physical world
moving their head, the game will update with this
orientation and position information.
8Original/Desktop Quake
9Augmented Reality
10Non-AR View
11AR View
12Example CrittersQuake vs ARQuake
13demon
New textures
Old textures
14enforcer
15soldier
16zombie
17ARQuake In-Game Footage
18Field of View (FOV)
- FOV of the HMD was 24 degrees horizontal
- Necessitated excessive head-turning by the users.
- thought to be extremely narrow.
- FOV of 90 degrees
- commented that this felt much better.
- Registration problems.
- FOV of 120 degrees.
- weird difference in parallax
- physical ?? virtual - uncomfortable.
19Visuals That Worked Well
- Floating objects worked well
- they looked like they belonged in the game
world. - Users simply accepted them as part of the game.
- One effect the users liked was flames
- the fire in ARQuake looked pretty good and it
looked genuinely like fire.
20Walking Around
- Users were able to walk through the virtual
walls. - 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. - 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.
21Interaction
- Users experienced difficulties
- picking objects up.
- Objects tantalizingly within arms reach, but
could not be picked up. - This problem became quite frustrating for some of
the users. - Opening and closing doors - not difficult
- Flying monsters require the correct weapon and
strategy
22Conclusion
- Users overall, enjoyed ARQuake
- Issues with Field Of View.
- Small orientation errors - quite noticeable.
- The standard shape of doors corridors in Quake
worlds - not well-suited to ARQuake. - The world feels better to the user, if it is
brightly-lit. - Use of skybox/sky colour should be avoided.
- Users did not like the use of shadows.
- Floating objects work quite well in ARQuake.
23A Study of Performance of Consumer Level Hardware
forOutdoor Augmented Reality Gaming
- by Benjamin Avery
- Supervisor Assoc Prof Bruce Thomas
- Assoc. Supervisor Dr Wayne Piekarski
24This Presentation
- Background
- AR On-The-Cheap
- Game Technology
- Example AR Game 3D Moon Lander
- Conclusion
25a-rage
- Research for a-rage AR game dev company
- a_rage ITEK provided scholarship for studies
26Background
- Augmented Reality is the overlay of
computer-generated images onto the real world,
using a Head Mounted Display
27Other Indoor AR Games
- Examples of Indoor AR games
- AquaGauntlet
- AR2Hockey
- MIND-WARPING
- TouchSpace
- etc
28Indoor is Easy
- Trackers can be tethered
- Very accurate trackers available
- Controlled environment
Image courtesy polhemus.com
29Outdoor is Harder
- Unpredictable environments
- Lower-accuracy trackers
- Limited computer power
- Limited power
- Mobility and reliability
- OST vs VST HMDs
30Outdoor AR Games
- Only two real examples
- ARQuake
- Human Pacman
31I want one at home?
- Expensive systems exist
- Accurate tracking(50cm), high-resolution, compact
- Cost AU20,000
- Too expensive for
- kids to play games on!
- Need a consumer-
- level alternative
32The Question
- Can AR games be designed and implemented, in such
a way as to make them playable on low-performance
level hardware?
33AR On-The-Cheap
- Our consumer-level hardware system
- Possible cost 500
34What problems does this cause?
- Cheap GPS is only accurate to 5 meters
- Trackers drift
- PAL/NTSC resolution
- Limited input
- so
- in your backyard
- is not yet possible ?
35Game Design vs AR Technology!
- Make the game fit the hardware limitations
- eg. OST - ghosts in Ghosts of Sweet Auburn
- GPS snap-to grid system, with hysteresis
- Picking the correct tracker
- Avoid registration with the real world
363-D Moon Lander
- Example AR game - demonstrating the concepts
- Based on 1979 Atari game Lunar Lander - and pc
clones
37GPS Snap-To
Video
38Conclusion
- Many games can be designed to work on this
hardware platform - Problems do exist, but careful Game Design can
work around these - We have tested the system outdoors and the GPS
snapping and tracker work well - Further play-testing by a_rage will reveal any
other problems this system may offer, which we
can then improve on.
39AR Game Design
- joe velikovsky Game Design Leadgame designer
former national games market analyst,
InformBACS, AFTRS JOETEEVEE.COM10 years in the
games industry
40 41Design Elements
- 3-D AR port of Space Invaders
- 5 m GPS
- 2 locations 5m apart
- (Turret Bunker)
- Immersive game space N,W,E,
- Flames floating objects
- UFO FPS! Set in 1950s
- UI intuitive
- HMV is pointing device
- as per ARQuake
- Content TV set!
- Directional sound
- Dev cycle short
425m GPS
43In-Game Video
44 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- DESIGN PHILOSOPHY
- 1) Port hit games over to AR
- Space Invaders Old Games, New Platform
- 2) K.I.S. - Keep It Simple!
- Games low on Graphics / high on Gameplay
- 3) Play-Balance/Flow Theory - Challenge
Reward - 4) 10 Mini-games (like EyeToy bundle)
- 5) Risk management - Shorter Dev Cycle!
- Later bigger budgets, and longer games
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
48Shoot-em-up 3-D
49Arcade Platform
50Adventure Puzzle
51Sports Action
52RTS
53 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 56