Day Two – Wednesday May 18th, 2011
3:00-4:00 pm
Developing AR Games
Production Track (Great America K – First Floor)
Blair MacIntyre (Georgia Tech)- The Qualcomm AR Game Studio: Postmortem and Lessons Learned
Over the past year, we have run the “Qualcomm AR Game Studio”, a unique industry/academic partnership located in the Augmented Environments Lab at Georgia Tech. The studio brings together staff and students from Georgia Tech and the Savannah College of Art and Design to explore the potential of AR as a platform for new gaming experiences.
In this talk, we will look back over the year at the studio, discussing what worked and what didn’t. The focus of the talk will be on the lessons we can share about the design of handheld AR games; design strategies, game mechanics, and interaction techniques. We will highlight all of our lessons with games that were developed in the studio. Through the session, we will also reflect on the educational/studio process we used, and how the rapidly evolving technology impacted our work.
Paulius Liekis (Unity3D, Paparazzi game)- Post Mortem: AR development with Unity
Developer Paulius Liekis will present a postmortem of augmented reality game Paparazzi (1st place winner of Qualcomm’s Augmented Reality Developer Challenge) – what it takes to create a good AR game/application. This session will tell you about the ease of development of augmented reality applications using Qualcomm’s AR SDK and Unity for Android, and how tools like Unity help you to shorten your development iteration cycles.
Morgan Jaffit (Defiant)- Traditional game dev. in AR, challenges and triumphs.
Defiant Development is a independent game developer formed by ex-Pandemic Studios staff. Our goal has always been to investigate the ways that traditional game development and gameplay mechanics can interact with new technology, by developing light proof of concept projects utilizing AR technology.
This talk covers detailed post-mortems of both Inch High Stunt Guy (second place winner in the Qualcomm AR developer challenge) and Bankshot (an AR basketball game) along with a third currently undercover project. In particular, we’ll be investigating the ways in which our experience both helped and hindered our movements into augmented reality, and the stark differences between developing for traditional platforms and working with the new (and coming) generation of Augmented Reality devices.
Oriel Bergig (VP R&D, Ogmento) – Developing Commercial AR games for the masses
Through the very young evolution process of the AR industry, it has become lucid that games are our killer market. A question that keeps many of our creative minds busy these days is thus what are the essential ingredients of a good AR game, and at least as importantly, how to mix them together?
We at Ogmento find the challenge of identifying the fine balance between sophisticated AR technology and intuitive user interaction extremely intriguing. The ingredients and doses of this concoction play a central role in the design and development life-cycle of our AR games. I will describe the ingredients we’ve been juggling with at Ogmento in the past year and discuss how they affect various technological and business parameters. Together, we will brew the essence of the future of AR games.