Category Archives: Game Education

Project Holodeck

USC Gamepipe Lab

Last Tuesday I attended the USC GamePipe Lab’s semi-annual Demo Day. The USC GamePipe Laboratory’s mission is research, development and education on technologies and design for the future of interactive games and their application – from developing the supporting technologies for increasing the complexity and innovation in produced games, to developing serious and entertainment games for government and corporate sponsors. Participants in game development in the lab include students from the School of Cinematic Arts Interactive Media Division and students from the Viterbi School of Engineering’s Computer Science Department. Demo Day is when students show off games built in the laboratory in the last semester.

This was my fourth time attending Demo Day, and as always, I was very impressed with the creativity and technical quality of the games developed by the student teams. This semester my favorite presentation was Project Holodeck. Project Holodeck is a virtual reality platform built with consumer facing technology, cutting-edge custom software, and creatively integrated peripherals. The goal of Project Holodeck is to bring 360-degree full-body virtual reality out of the research lab and into a fun, accessible consumer gaming platform.

The Holodeck system combines accurate head tracking, limited body tracking and simple button inputs in a large 3D space with full 360 degrees of movement. This space combines vehicular locomotion with natural movement in a play space. This way, players can move and interact in a personal “micro” space while also flying and exploring in vast “macro” space. The current hardware design of the Holodeck system uses the Oculus Rift for head mounted video feedback, the Playstation Move optical system for head tracking, and the Razer Hydra magnetic system for limited body tracking.

The Oculus RIFT headset is an affordable high-FOV head-mounted display. Each of these VR headsets utilize two specifically sized and tuned lenses to amplify a 1280×800 resolution screen into two oculi. Players can see a stereoscopic 3D image with a 90-degree horizontal FOV and 105-degree vertical FOV. This isn’t like watching a floating television – this is true immersion in a virtual world with simulated peripheral vision!

The Playstation Move system is used to provide head tracking data that can fed into the Oculus Rift. The Playstation Eye camera has a 75 degree horizontal field of view and a 56 degree vertical field of view. By tracking a Playstation Move wand, this provides a rather large playspace to work with. In addition, the Sixense Razer Hydra gives fast and accurate six-axis tracking along with buttons and analog sticks. When combined, these systems allows for a realistic 3D space that the user can freely move around in and interact with.

The students have developed a video game called Wild Skies, developed in Unity 3D, to show off the room’s capabilities. In Wild Skies, two players play as two children, Zendair and Serai. They must learn to pilot their father’s nuclear-powered airship through an exotic world of floating islands and dangerous storms, while fending off religious fanatics, oppressive governments, and vicious pirates to protect their family.

Player movements in real-life are accurately translated and represented in game world, allowing the players to:

  • Perform Real Actions: Pull swords from your back and guns from your hip. Shoot and swashbuckle invading pirates off your deck.
  • Explore a Vast World: Pilot a flying airship through the skies. Climb through clouds, nose-dive into caverns, and battle enemy ships with cannons and turrets.
  • Virtual Reality with Motion Control: Motion tracking in a full three dimensional play zone, combined with peripheral vision in the Oculus Rift, and deep narrative and engaging interactions, provide a lifelike virtual experience like never before.

Here is a video of Project Holodeck’s presentation at Demo Day:

 

 

My First Game Design Merit Badge Midway Workshop

Game Design Merit Badge

On Saturday, I ran a game design workshop for boy scouts at a local merit badge midway. The Game Design Merit badge, which I had helped to create, had been announced by the Boy Scouts of America only a couple of months ago, and as a newly annointed merit badge counselor, I didn’t know what to expect at my first workshop.

When I arrived at the church where the midway was held, the organizers immediately warned me, “We’re going to have to get you a larger room, because all the kids are interested in game design.” I had visions of hundreds of kids wanting to learn how to make games, but to my relief, only about fifteen came into my room when the midway began.

My main concern was that I had no idea how long it would take for me to cover most of the requirements. I say most because a significant part of the merit badge involves iterative design. Scouts are required to design their own games, observe other people playing them, make refinements to their design, and then repeat the process several times over. Since all of the scouts present would want to design there own games, there would be no one left to actually play it, and so I had to skip over that part of the requirements.

Since the merit badge workbooks had not yet been shipped to our local scout shop, I began with a lecture covering the game terms and concepts the scouts needed to know. I then asked them to pick four different type of games they’ve played, and identify each game’s medium, player format objectives, rules, resources, and theme. And that’s when I learned why the boys were so interested in game design — they all picked Minecraft as one of their four games, and really, that’s the only game they were interested in discussing. They came to my workshop because they wanted to talk about Minecraft with their friends.

Well, that was all right — Minecraft is pretty cool — but we also had work to do. However, the problem with Minecraft is that it really isn’t so much a game as it is an activity. There aren’t any rules to follow or objectives to reach. So, for the purposes of our analysis, I asked them to drop Minecraft as one of their four choices.

When the boys conducted their game analysis, I discovered something else. While they had no problem identifying the medium, player format, resources and theme of the four games they picked, they had a great deal of difficulty in articulating a game’s rules and distinguishing the rules from the objective. For example, if they were discussing the game Monopoly, they said that the objective was to make as much money as possible and the rules were to make as much money as possible. I wondered if a young teenager’s brain was not fully developed enough to extract the rules from their playing experiences. That is something I will have to research.

For the final portion of the workshop, I divided the boys into teams and gave each team a tic-tac-toe set. I then asked each team to propose a change to the game’s rules or objectives, predict how each change will affect gameplay, play the game with one rule or objective changed, and observe the player’s actions and emotional experiences are affected by the rule change. I was impressed with some of the variations on tic-tac-toe they came up with:

  • Tile toss tic-tac-toe. Instead of placing their tiles onto the game board, they would toss them from a short distance. This was fun at first, but they had a hard time lining up three in a row.
  • Four by four tic tack toe. Players played on a 4×4 grid instead of a 3×3 grid. The game took a little bit longer but somehow wasn’t as much fun.
  • Real-time tic-tac-toe. Players placed their pieces down at the same time without taking turns. I would have expected them to be fighting over locations to put their pieces in, but instead, each player immediately filled the row closest to him with three pieces, ending in a tie
  • Two-piece-at-a-time tic-tac-toe. Each player placed two pieces at a time. It turns out that the starting player always won on his second move.
  • Blind-rotation tic-tac-toe. Before placing his piece, the player had to close his eyes while his opponent rotated the board 90 degrees clockwise. The player then had to place his piece based on his memory of the board and projecting the board layout rotated in his mind. This proved to be surprisingly fun and challenging.

The kids had a great time, especially since they talked about Minecraft while they were playing.

As I sent the kids off at the end of the project, looking forward to the games they will design on their own as the final part of the requirements. Just so long as they don’t all try to do a Minecraft campaign.