Role: Game Designer/Artist/Programmer

Engine: Unity (w/ Vuforia)

Time: 1 Year

Platform: Gear VR

 

Synopsis: 

The Factory is a humorous puzzle experience designed to challenge the player both mentally and physically.  By using augmented reality, this game allows the player to interact with each puzzle in a more realistic fashion.  Familiar and even simple tasks, such as pushing a button, become novel gameplay mechanics.  Recreating the experience of a worker in a fictional factory subverts the player’s expectation of what might otherwise be mundane.  Immersion is key to keeping the player engaged and making the gameplay world feel real.  Each successive puzzle means progress through the game, so the player feels a sense of accomplishment by the end of the experience.  This game effectively highlights the ways in which gameplay can elevate the everyday experiences of life.  

Design Goals:


  • Create an experience that subverts the player's expectations and toys with their sense of reality
  • Focus on immersive design, creating a believable world and engaging gameplay
  • Experiment with Augmented Reality game mechanics and level design
  • Design gameplay systems, mechanics, methods of interaction that are intuitive
  • Establish compelling and clear visual design for gameplay items and the environment
  • Blend real world and virtual content to create unique player interaction with 

Thesis


This thesis breaches the topic of how designers can account for the fact that an AR game must contend with both virtual and physical realities.  To realize the potential of AR, it is necessary for designers to develop techniques which utilize the immersive capabilities of video games.  When a game is immersive it fully engages the player, creating a believable reality which elicits player engagement.  Upon integrating intelligent level design techniques, both new and old, augmented reality games become compelling and revelatory experiences.

Setting/Aesthetics


  • Set in an unspecified future where the player participates in AR training simulation led by a snarky robot narrator.  
  • Aesthetically, the level looks and sounds like an industrial factory/warehouse.  This setting is not too cluttered and easy for players to immediately recognize without getting too specific about the space's details.  The generic nature of the setting makes it easier to apply to many different real-world spaces (only a blank wall is needed).  
  • Recognizable props, such as TV's and wooden palettes, provide a touch of realism, contrasting the game's abstract elements such as floating "hazardous waste" projectiles.  
  • The narrator drives the player forward through the gameplay.  While the player certainly maintains agency and control, the narrator educates the player about their environment and compels their action constantly.  

Virtual Prototype

AR Setting

AR Marker Design


  • The AR markers are particularly important because they bridge the gap between the real and virtual world.  
  • The markers started as utilitarian, minimalist objects (left-above), but I redesigned them to be more photo-realistic so they would fit better as semi-real/semi-fake objects (left-below).  
  • Though the marker textures are visually realistic, none of the markers have a one-to-one real life equivalent.  Thus, the markers seem like plausible real world objects while supporting the fiction of The Factory.  
  • Physical scale is particularly important when, for example, the control panel marker is handheld for player control, but the factory wall marker is large, making it highly visible from a distance allowing for room-scale AR content.

Menus and Gameplay Flow


  • The real world isn't divided into levels and stages, therefore a seamless AR experience is the most immersive option.  
  • Rather than a menu composed of 2D UI elements, the player navigates the in-game menu by pressing "virtual buttons" on their "Control Panel" AR marker.  
  • Instead of segmented levels, The Factory's gameplay elapses over 3 waves within a persistent environment.  Environmental and audio cues delineate each wave.
  • Between the 2nd and 3rd waves, the player goes on a company mandated break where they are momentarily placed within a VR beach scene.  This subvert's the player's concept of augmented reality offering an interesting juxtaposition of AR and VR.  

Virtual menu buttons on the player's physical"Control Panel"

Factory alarm signalling the next wave start

VR break: from The Factory to the beach

Design Process


The 2 prototypes side-by-side

DesignProcess.png
  • To ease the transition from designing traditional, purely virtual games, I created a 3D First-Person prototype for the initial game design.  From this prototype, I transitioned Prefabs, scripts, models into the final AR game level.  
  • Pros
    • The virtual prototype removed the need to build the project APK and put on the Gear VR headset each time a new feature needed testing.  
    • By designing the environment for a first person perspective, the level scale felt accurate and fleshed out before being put in AR.  
    • The familiar development environment meant the project got off the ground quickly.  
  • Cons
    • Designing for a desktop computer meant there were some hardware performance issues after transferring to mobile.  
    • There were a number of code changes and additions that were added to make each platform compatible, but this wasn't too much extra work.  
    • Gameplay metrics favored the virtual prototype, so the AR game felt more difficult and "off."  

Player Engagement


  • The robotic narrator compels player action by instructing and urging the player to complete tasks.  
  • The player is bombarded with hazardous waste projectiles making a passive approach to the game impossible
  • Control methods and interactions are intuitive because the player reflexively blocks incoming projectiles with the shield they've been holding from the game start.  
  • The narrator walks the player through the tutorial, introducing the rules of the world and how the player can use their real world control panel to influence virtual game objects.  

Postmortem


  • Successes
    • Player immersion
      • The creation of a believable world despite the mixed realities keeps the player grounded
    • Experiments with gameplay, player interactions, world building, and design in Augmented Reality
    • Accessible and intuitive
      • Gameplay is simple and player body movements provide a natural means of control
    • Novel concept
      • AR has a massive wow factor and this type of game has potential for future development
  • Failures
    • Scope
      • The development cycle took much longer than anticipated when building from scratch
    • Gameplay Tuning and difficulty fell short of engaging
    • Performance on headset hardware
      • Certain innocuous visual touches, such as transparency, tanked frame rate, requiring content cuts
    • Gameplay variety
      • Cut multiple puzzles in favor of one puzzle for scope
    • Marker tracking and interaction with the player
      • Marker and player overlap caused unreliable performance and user interaction