simulation – Qualcomm Augmented Reality Game Studio http://github.blairmacintyre.me/site-archive/argamestudio/ Moving Video Games into the World Thu, 23 Feb 2012 17:39:19 +0000 en-US hourly 1 https://wordpress.org/?v=5.2.2 33097784 Magnetitron https://github.blairmacintyre.me/site-archive/argamestudio/2011/05/13/magnetitron/ Fri, 13 May 2011 18:38:16 +0000 http://www.argamestudio.org/?p=52 More]]> Magnetitron is an Augmented Reality puzzle game. A virtual ball on the gameboard is attracted (or repelled) by the spot on the gameboard that the player is pointing the reticle of their phone at. The player must use this force to guide the ball through a maze, collecting coins before time runs out.

This game was developed by Greg Gunn, Kyle McCaffrey and Evan Seguin from Georgia Tech.

]]>
52
Nerdherder https://github.blairmacintyre.me/site-archive/argamestudio/2011/05/13/nerdherder/ https://github.blairmacintyre.me/site-archive/argamestudio/2011/05/13/nerdherder/#comments Fri, 13 May 2011 18:34:09 +0000 http://www.argamestudio.org/?p=60 More]]> Nerd herder is a single-player puzzle game which follows the day to day awkward interactions of a nerd in his hazardous office environment. The player is tasked with guiding the nerd back to his work station while avoiding obstacles that would repulse, attract or bring harm to the nerd. Through use of an android phone, players must analyze the environment, plan out a path for the nerd and then guide the nerd by zooming in or out with their phone to intimidate the nerd, forcing him in the desired direction.

The game was developed by Richard Shemaka (Georgia Tech), Paul Tillery (SCAD), Dan Spaventa (Georgia Tech) and Harrison Leach (Georgia Tech).

]]>
https://github.blairmacintyre.me/site-archive/argamestudio/2011/05/13/nerdherder/feed/ 1 60
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
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