Going behind-the-scenes of a project can be a fun place to be. This talk focuses on the process of a game app designed for Flex-It! The idea was to design an app to get people move around in the landscape through augmented reality and way-finding sculptures. Showing models and paper prototypes, designer Rebecca Heavner outlines how she and artist Bryan Leister conceived this project. Beneath the iterations and mechanics of conceptual development, paper prototyping, and game play considerations are poetic questions for designers and artists. How can augmented reality games have a residual effect on experience in landscape? How might this experience become part of the place? Ultimately, in what ways can augmented reality become marked in the body and in the landscape over time?
Attendees will learn the process of making interactive applications and games. This workshop will focus on Augmented Reality applications using a web camera and deployment to a mobile device. During the workshop, attendees will learn how augmented reality works, including the creation of marker images and importing artwork into a game engine. Attendees will learn simple interaction design concepts, planning behavior with paper prototypes and implementing them through scripting.
We will talk about and explore potential use cases for using augmented reality, looking at examples and thinking about what potential exists in an augmented world. We will see how it works, it’s limitations and then begin designing an application that could use augmented reality. Through ideation, paper prototyping, testing, wireframes and discussion we will refine our idea into a workable concept.
We will download our project code from GitHub, and proceed to import art assets into the game for mobile testing. Through discussion and more testing, we will identify next steps to complete the project or refine our visual assets.
AR Workshop Take Away
You will use a typical User Experience design process to ideate, test and iterate on a design project, learning how apps move from concept to reality. By learning quick prototype methods, you can quickly discard ideas and focus on what works. This allows programming to proceed based on a sound project idea, to maximize resources for any interactive project. You will also understand how augmented reality works, and it’s limitations.
Attendees will learn how art assets are generated for both 2D and 3D video games. The focus for this workshop will be on creating and using game assets – image sprites, existing 3D models and how to prepare 3D models for use in game engines. Artists of all skill levels are encouraged to attend, artwork can be scanned in or created digitally. Attendees will see how game engines blend motion capture clips to create character animations.
Introduction the game environment, what it looks like and how it works. Using a stub game project (to be available on Github.com) we will look at how 2D images are used and draw out plans for using your own imagery. We will place your sketches into the game, test out game play and plan for final images and sprite animation.
Continuing with your project, you will place your finished 2D sprites and your animated sprites to create a first level in your game. We will add some simple details using 3D renderings to see how you can add depth to a 2D game using 3D models.
2D Workshop Take Away
You will leave the workshop with a playable 2D platform style game, using your own art assets. You will also have learned how 2D assets can be used to provide animation, and to simulate depth.
Travis Vermilye and I lectured at the Gates Planetarium in the IMERSA Full Dome Summit 2012 on tools and techniques used in full dome production. We also gave away the Cinema 4D camera rig used in our productions with students for creating full dome imagery.