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Physical Prototyping for AR AR Game Design & Development Brian Schrank Spring 2013 DePaul University, CDM

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Physical Prototyping for AR. AR Game Design & Development Brian Schrank Spring 2013 DePaul University, CDM. What is a “prototype”?. What is a “prototype”?. the original or model on which something is based or formed. . What is a “prototype”?. - PowerPoint PPT Presentation

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Page 1: Physical Prototyping for AR

Physical Prototyping for ARAR Game Design & DevelopmentBrian Schrank

Spring 2013DePaul University, CDM

Page 2: Physical Prototyping for AR

What is a “prototype”?

Page 3: Physical Prototyping for AR

What is a “prototype”?1. the original or model on which

something is based or formed.

Page 4: Physical Prototyping for AR

What is a “prototype”?1. the original or model on which

something is based or formed.

2. an archetype; a primitive form regarded as the basis of a future group.

Page 5: Physical Prototyping for AR

What is a “prototype”?

Page 6: Physical Prototyping for AR

What is a “prototype”?

Douglas Engelbart invented the first mouse prototype in 1963.

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Why make prototypes?

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Why make prototypes?

Save time and money.

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Software Development Models

Spiral Model vs. Waterfall Model

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Why make prototypes?

To ask a specific question.

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Why make prototypes?To ask a specific TECHNICAL question:

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Why make prototypes?To ask a specific TECHNICAL question:

1. Can we render that many enemies onscreen?

Page 13: Physical Prototyping for AR

Why make prototypes?To ask a specific TECHNICAL question:

1. Can we render that many enemies onscreen?

Page 14: Physical Prototyping for AR

Why make prototypes?To ask a specific TECHNICAL question:

1. Can we render that many enemies onscreen?

2. Can we get simple multiplayer working?

Page 15: Physical Prototyping for AR

Why make prototypes?To ask a specific TECHNICAL question:

1. Can we render that many enemies onscreen?

2. Can we get simple multiplayer working?

3. Can we get rumble working on Xbox controllers?

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Why make prototypes?To ask a specific DESIGN question:

Page 17: Physical Prototyping for AR

Why make prototypes?To ask a specific DESIGN question:

1. Will the game mechanic feel good to do over and over? Is it a good toy?

Page 18: Physical Prototyping for AR

Why make prototypes?To ask a specific DESIGN question:

1. Will the game mechanic feel good to do over and over? Is it a good toy?

2. Will the game mechanic be intuitive?

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How would you prototype to see if the main mechanic in Katamari Damacy was intuitive and toylike?

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by our very ownDavid Bayzer

at this year’s GDC

Katamari Damacyprototype

Page 21: Physical Prototyping for AR

Why make prototypes?To ask a specific ART question:

1. Will intense parallax add interest and depth or confusion and noise?

Page 22: Physical Prototyping for AR

Why make prototypes?To ask a specific ART question:

1. Will intense parallax add interest and depth or confusion and noise?

Ziggurat the iOS game has well-done, intense parallax.

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Okay, so why make PHYSICAL prototypes?

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Okay, so why make PHYSICAL prototypes?

This but faster.

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How would you physically prototype

PONG?...

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“Wizard of Ozing”

PONG = 5 Wizards

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Why make PHYSICAL prototypes?

This but faster.

But that’s not all…

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Playfully engaging the physical world provides a wealth of game ideas.

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When you embodyideas they become

more plastic.?? ?

? ??

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What was Keita Takahashi’s inspiration for Katamari

Damacy?

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What was Keita Takahashi’s inspiration for Katamari

Damacy?

“Tamakorogashi”

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more real-world inspiration…

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HALF of AR is physical!

So the “real-world” can be more than inspiration…

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Jorge Murillo’s diagram of AR

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HALF of AR is physical!

Page 36: Physical Prototyping for AR

HALF of AR is physical!

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HALF of AR is physical!

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When the virtual dominates, AR loses its

purpose and appeal.

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When developingfor AR…

FEEL your own embodiment.

USE the physical world to be super creative &

plastic.

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Walking Meditation

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Questions?