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Gfh 2009 Slides Ppt

Jun 23, 2015

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Ken Patterson

Active Games Development....
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Page 1: Gfh 2009 Slides Ppt
Page 2: Gfh 2009 Slides Ppt

Games Matt is Playing

Page 3: Gfh 2009 Slides Ppt
Page 4: Gfh 2009 Slides Ppt
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Active Game Development Process

• Identify Health Goal / GoalsExerciseBehavior ChangeEducational

• Identify Audience• Identify Game Goals• Select Delivery Platform

Page 6: Gfh 2009 Slides Ppt

Health Goals• Exercise

• Behavior Change• Educational

Page 7: Gfh 2009 Slides Ppt

Identify your Audience

Page 8: Gfh 2009 Slides Ppt

Identify the Game Goals

• Fun• Type of game play• Fun• Type of Movements• Fun• Challenge worth time invested, Social,

Networked• Fun

Page 9: Gfh 2009 Slides Ppt

PC Platform• Open System• Low Distribution Barriers• Expensive• Not in most players family rooms.

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Console Platform• Difficult to become developer• Submission restrictions• In the family room• Portable

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Develop Initial Design

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Need a map to find the fun?

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What’s missing from this Fishing Game?

• Huge Auto Loading Lake System• Boat Driving• Weather System• Customizable Boats / Players• Sports Announcer Commentary• Morning, Day, Night system

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Active Play Motions

• Core Movements• Duration• Control Feedback

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Review and Refine

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Apply Movements

• Develop the game prototype.

Page 17: Gfh 2009 Slides Ppt

Work With Health Experts

• Physical Therapists• Nutritionists• Doctors• Nurses• Adminstrative• Target Audience

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Constant Measure

• Does the health goal interfere with the game?

• Does the game get in the way of the health goal?

Page 19: Gfh 2009 Slides Ppt

Prototype #1: ExerVenture Soccer Blast

• Soccer style game• Controlled by

DDR pad• Two control

methods– Standard game

pad– Run & jump capture

Page 20: Gfh 2009 Slides Ppt

DDR Run & Jump Controls

• Original intent of project• Excellent for exercise– Up to 100+ steps per minute

• Design controls around DDR pad layout– Captures run, turn & jump actions• Walk/jog/run uses either pair of front buttons• Turning uses front + side buttons• Spin blast uses jump on corner buttons

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Soccer Blast Demo

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ExerVenture Soccer Blast: What We've Learned

• Can create fun games using DDR pad• Tune down difficulty for pad• 15-30 minute learning curve

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Prototype #2: Karate Bears

• Karate move game• Controlled by

Wii Remote& Nunchuck– No joystick, buttons,

or pointer control– Only accelerometer data

• Two types of action

Page 24: Gfh 2009 Slides Ppt

Gesture Actions

• Common in Wii games (waggle)• Used for strike and kick moves• Five actions in Karate Bears– Four slices + forward thrust– Five one-hand actions (right and left)– Up to 25 combo gestures possible

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Gesture Actions (Continued)

• Limitations– Controller frame of reference– Small wrist motions vs. ideal motions

• Mapping onto karate moves– Good for hand strikes– Arbitrary for kicks

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Pose Actions

• Less common in Wii games• Used for blocking moves in Karate Bears• Detect direction of gravity + acceleration• Pose defined by gravity direction vector– Angle tolerance determines nearest match• Could adjust for player skill level

• Always uses both hands in combination

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Pose Actions (Continued)

• Limitations– Only works well when controller not moving• Could be fixed with Wii Motion Plus

– Difficult to teach correct poses– Can achieve pose with only wrist motions

• Mapping of poses to karate blocks– Good for hand orientation– No way to track foot stance

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Karate Bears: What We've Learned

• Need multiple methods to demonstrate correct motions– Wooden avatar– Animated 3D controllers– Tutorial and practice modes

• Show players full body moves– Most players have more fun using whole body,

even if they know they don’t need to

Page 29: Gfh 2009 Slides Ppt