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

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Transcript of 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 Sderlund A Different Game Slide 2 Introduction Slide 3 Topic de jour Creating Augmented Reality Experiences on Nintendo DSi Slide 4 Augmented Reality Combination of real-world and computer-generated data Slide 5 Augmented Reality: Usage Slide 6 IPerG: Epidemic Menace (2004) Slide 7 Augmented Reality 2.0 Slide 8 Ghostwire Symbian (2006) Slide 9 Ghostwire DSi Slide 10 Why Nintendo DSi? Slide 11 Technical Restraints No Markers Mobile Limited Hardware Slide 12 How It Works Slide 13 Frame 1Frame 2 How It Works Slide 14 Key Design Challenges Suspension of Disbelief Robustness Longevity Slide 15 Suspension of Disbelief Challenge #1 Suspension of Disbelief: How to Create a Believable Ghost? Slide 16 Suspension of Disbelief: OK Concept Art Slide 17 Suspension of Disbelief: Fail Slide 18 Suspension of Disbelief: Solution Player Instructions Suitable Content for Augmented Reality The Properties of Ghosts Slide 19 Robustness Challenge #2 Robustness: How to avoid motion-tracking errors? Slide 20 Robustness: OK Concept Art Slide 21 Robustness: Fail Concept Art Slide 22 Limiting the Degrees of Freedom Player 360 Ghost Slide 23 Longevity Challenge #3 Longevity: How to make the fun last? Slide 24 Extending the AR Gameplay Core AR Gameplay Slide 25 Expanding Gameplay Beyond AR Tools CollectionAdventure Mini-Games Puzzles Augmented Reality Slide 26 Conclusions Suspension of Disbelief: Use Suitable Content Robustness: Degrees of Freedom Longevity: Extend and Expand Slide 27 Ghostwire DSi: Sneak Preview Slide 28 Hej D! www.ghostwiregame.com @ghostwiregame tom@adifferentgame.com