Featured – Qualcomm Augmented Reality Game Studio http://github.blairmacintyre.me/site-archive/argamestudio/ Moving Video Games into the World Mon, 21 May 2012 15:31:55 +0000 en-US hourly 1 https://wordpress.org/?v=5.2.2 33097784 NerdHerder https://github.blairmacintyre.me/site-archive/argamestudio/2012/01/14/nerdherder-2/ Sat, 14 Jan 2012 15:37:12 +0000 http://www.argamestudio.org/?p=98 More]]> Most recent update: NerdHerder is released for both iOS and Android device. People can download and play NerdHerder on their fast smart phones and tablets (including iPhone 4s, iPad 2, new iPad, and fast Android devices).

App Store link: http://itunes.apple.com/us/app/nerdherder/id524351089;

Google Play link:   https://play.google.com/store/apps/details?id=edu.gatech.NerdHerder;

You also need to print out a game board to play the game from http://www.micronerd.net/print.

NerdHerder is a motion-based puzzle game that leverages handheld Augmented Reality (AR) interfaces. Nerderher was first developed as part of on ongoing exploration of interaction mechanics in AR games, that started with NerdFerno.. The current game’s premise is that you are hired as an IT manager, and your job is to use “management skills” to get the nerd employees back to work in their cubicles. The game description and video can be found on www.MicroNerd.net.

Over the past semester, we have focused on taking the original concept and demonstration, and bringing it to the next level by rethinking the core game mechanics, physical actions, and engaging puzzles and environment design.  We have created new game mechanics that fit better with the HAR interface and game theme, and integrating puzzle-solving elements in the HAR game.

Through the process of fast iteration and playtesting, we tried out three major mechanics of using a HAR interface and several variations of these mechanics as well. These game mechanics include push-and-pull (Hands-on Management), remote-control characters  (the Art of Delegation), and virtual fishing pole (Carrot-and-Stick). Each of these game mechanics is fun in different ways, and has its own pros and cons. Different kinds of play behaviors and physical actions emerged during playtesting. We hope to continue to refine these interactions and evaluate them more formally over the next year.

Using the dangling objects to affect nerds

Most existing handheld AR games focus on action game genres, especially shooting games. With NerdHerder, we opted instead to experiment with a different genre of gameplay that closely combines the cognitive skills of puzzle solving with dexterity and fine-motor skills. We believe that by exploring the diversity of possible gameplay mechanics and genres we can better understand both AR game design and AR interaction.

In October 2011, we presented a version of NerdHerder during the ISMAR demo sessions, based on the push-pull mechanic. Over 50 people played our game, and we received feedback from researchers and practitioners that we have used to improve the mechanic. We also demoed the same game during the Future Media conference hosted at the Georgia Institute of Technology in November 2011. The feedback that we received from both of these conferences was integrated into a version of the game we submitted to the GDC Independent Game Festival student game competition for in December. We will present a workshop paper about NerdHerder at the Mixed Reality Game workshop at the ACM conference on Computer-Supported Collaborative Work and this February.

We will continue to iterate on the game to polish the mechanics and the levels, with the goal of releasing this game in the Spring of 2012.

Credit:

Team members: Vu Ha(Gatech),Sam Mendenhall (Gatech), Rohan Karnik (Gatech), Yan Xu (Gatech),  Paul Tillery (SCAD), Martin Boumendil (Berklee College of Music), and Joshua Cohen (Berklee College of Music)

Supervised by: John Sharp, Maribeth Gandy, Blair MacIntyre, Tony Tseng, and  Michael Sweet

Original concept: Richard Shemaka, Paul Tillery, Dan Spaventa and Harrison Leach.

Project supported by: Qualcomm

]]>
98
Tower Destroyer https://github.blairmacintyre.me/site-archive/argamestudio/2011/05/13/tower-destroyer/ Fri, 13 May 2011 18:27:22 +0000 http://www.argamestudio.org/?p=63 More]]> Tower Destroyer is an augmented reality physics puzzle game. For each level, the player has from 1 to 4 cannons, which they can position around the game space (controlling their position and firing direction) using physical markers. The angle of the shot is controlled via the game pad. Each level has different puzzles requiring shots to be fired in a certain sequence and timing. The game is designed to take advantage of the Xperia PLAY controls.

The game was created by Leo Ceballos (SCAD), Sam Mendenhall (Georgia Tech) and Nic Vasconcellos (Georgia Tech).

]]>
63
Volcano Fever, Spring 2011 https://github.blairmacintyre.me/site-archive/argamestudio/2011/05/13/volcano-fever-spring-2011/ Fri, 13 May 2011 14:03:57 +0000 http://www.argamestudio.org/?p=66 More]]>

Volcano Fever is a handheld augmented reality game designed to teach proper condom use in a playful way.  The game was inspired by a desire to leverage vision-based AR to create an fun game that uses the condom package itself as the physical prop to which the game is attached.

Over the course of the Spring semester, the game was updated to have a sequence of three minigames (cap the volcano, unroll the condom to cover it fully, and dispose of the used condom) that mirror the three steps of proper condom use.

The team that worked on the game over the year includes:

  • Anna Mansour, MS HCI
  • Michael Downing, Computational Media
  • Bryan Hickerson, MS CS
  • Leigh Ann Kinnison, SCAD
  • Mae Tidman, Computational Media
  • Jia Zhang, MS CS
  • Tarick Khalaf, Computational Media
  • Jason Lee, MS Digital Media

Here’s a video of the project:

]]>
66
Volcano Fever https://github.blairmacintyre.me/site-archive/argamestudio/2010/12/09/volcano-fever/ https://github.blairmacintyre.me/site-archive/argamestudio/2010/12/09/volcano-fever/#comments Thu, 09 Dec 2010 15:22:41 +0000 http://www.argamestudio.org/?p=21 More]]> Volcano Fever is a handheld augmented reality game designed to teach proper condom use in a playful way.  The game was inspired by a desire to leverage vision-based AR to create an fun game that uses the condom package itself as the physical prop to which the game is attached.

The team that created the game is:

  • Anna Mansour, MS HCI
  • Mae Tidman, Computational Media
  • Jia Zhang, MS CS
  • Tarick Khalaf, Computational Media
  • Jason Lee, MS Digital Media

Here’s a video of the project:

]]>
https://github.blairmacintyre.me/site-archive/argamestudio/2010/12/09/volcano-fever/feed/ 1 21
Nerdferno https://github.blairmacintyre.me/site-archive/argamestudio/2010/12/09/nerdferno/ https://github.blairmacintyre.me/site-archive/argamestudio/2010/12/09/nerdferno/#comments Thu, 09 Dec 2010 15:21:51 +0000 http://www.argamestudio.org/?p=20 More]]> Nerdferno is a single-player simulation game set in a special plane of hell just for nerds. Inhabiting the world are four office workers, sent to be punished for all eternity. The player is tasked with keeping their productivity high and morale low. Workers labor at their cubicles to make money which can be spent on ‘implements of motivation’ or hoarded to win the game.

Our team sought out to design and experiment with new forms of interactions afforded by augmented reality games. We began with two very direct mechanics: staring and grabbing. Players can stare at office workers by moving the phone in close; the workers react by looking up at the camera and eventually heading back to their desks. Grabbing can be used to position the characters around the office.

Other mechanics come in the form of ‘toys’ which the player picks from a treasure chest. The first toy is a spiky ball which can be used at no cost. It fires from the center of the camera into the screen, knocking over any nerds in its way. The second toy is a spiky mace which attaches itself to the player’s camera. It’s used by physically positioning the mace in the office with the workers and swinging. The final toy is a man-eating plant which guards the break room from the workers. It snaps whenever approached and scares them back to their desks.

This video is a peek at an early prototype of the game, demonstrating some of the direct manipulation described above.

Nerdferno has been worked on over the course of two semesters by:

  • Richard Shemaka – M.S. CS
  • Paul Tillery – M.F.A. Animation, SCAD
  • Travis Harkleroad – M.F.A Visual FX, SCAD
  • Yan Xu – HCC PhD
  • Emily Cribb – B.S. CM
  • Dan Spaventa – B.S. CM
  • Johnathan Massey – B.S. CS
  • Brandon Whitehead – B.S. CS
  • Hyung-Min “Sam” Lee – B.S. CS
  • Michael Hewner – HCC PhD
  • Burton Carter – B.S. CM
]]>
https://github.blairmacintyre.me/site-archive/argamestudio/2010/12/09/nerdferno/feed/ 5 20
Spintopia https://github.blairmacintyre.me/site-archive/argamestudio/2010/12/09/spintopia/ Thu, 09 Dec 2010 15:14:32 +0000 http://www.argamestudio.org/?p=9 More]]> Spintopia is an interactive augmented reality toy aimed at children wanting to create dynamic 3D spirograph-inspired art. The program allows the player to define the path the 3D “pen” will travel along, and control and modify various attributes of the dynamic 3D drawing in real time.

The game was created by:

  • Iulian Radu, HCC PhD
  • Michael Hewner, HCC PhD

A video of the game is here:

]]>
107
Bug Juice https://github.blairmacintyre.me/site-archive/argamestudio/2010/12/09/bug-juice/ https://github.blairmacintyre.me/site-archive/argamestudio/2010/12/09/bug-juice/#comments Thu, 09 Dec 2010 15:13:43 +0000 http://www.argamestudio.org/?p=8 More]]> Bug Juice is a game that started with the question “What kind of game could you create on the sides of a commercial cardboard milk or juice box?”   In this game, a juice container is placed on the table, and grass appears around the base.  Bugs begin to crawl up the sides, searching for the opening at the top.  Your handheld becomes a kind of magnifying glass, and you must hold it at just the right distance to focus the light and fry the bugs.

Here is a video of the game:

The team behind the game includes:

  • Michael Stanley, BA IDGD, SCAD, Designer & Artist
  • Greg Gunn, MSHCI, Programmer
  • Bryan Hickerson, MSCS, Programmer
  • Chris Alvarez, MSCS, Programmer
  • Chris Wiggins, BS CM, Producer/Project Manager
  • Chris Ehsaei, MSEE, Programmer
]]>
https://github.blairmacintyre.me/site-archive/argamestudio/2010/12/09/bug-juice/feed/ 2 106