Ghostwire Creating Augmented Reality Experiences on Nintendo DSi Tom Söderlund A Different Game.

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Ghostwire Creating Augmented Reality Experiences on Nintendo DSi

Tom SöderlundA Different Game

Tom Söderlund
See PPT notes for speaker script.

Introduction

Topic de jour

Creating Augmented Reality Experiences on Nintendo DSi

Augmented Reality

Combination of real-world and computer-generated data

Augmented Reality: Usage

IPerG: “Epidemic Menace” (2004)

Augmented Reality 2.0

Ghostwire Symbian (2006)

Ghostwire DSi

Why Nintendo DSi?

Technical Restraints

No Markers

Mobile

Limited Hardware

How It Works

Frame 1 Frame 2

How It Works

Key Design Challenges

Suspension of Disbelief

Robustness

Longevity

Suspension of Disbelief

Challenge #1

Suspension of Disbelief:How to Create a Believable Ghost?

Suspension of Disbelief: OK

Concept Art

Suspension of Disbelief: Fail

Suspension of Disbelief: Solution

Player Instructions

Suitable Content for Augmented Reality

The Properties of Ghosts

Robustness

Challenge #2

Robustness:How to avoid motion-tracking errors?

Robustness: OK

Concept Art

Robustness: Fail

Concept Art

Limiting the Degrees of Freedom

Player

360°

Ghost

Longevity

Challenge #3

Longevity:How to make the fun last?

Extending the AR Gameplay

Core AR Gamepla

y

Expanding Gameplay Beyond AR

Tools

Collection Adventure

Mini-Games

Puzzles

AugmentedReality

Conclusions

Suspension of Disbelief: Use Suitable Content

Robustness: Degrees of Freedom

Longevity: Extend and Expand

Ghostwire DSi: Sneak Preview

Hej Då!

www.ghostwiregame.com

@ghostwiregame

tom@adifferentgame.com