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Process:
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Evaluating
Technology
Evaluating various technologies is an important and
ongoing part of our group's purpose. We looked at several technologies,
some of which we are currently using, and some of which we will
be using in the future. Specifically, we chose the Ekahau Positioning
Engine to use with Retro Robot, while setting ARToolKit aside for
another time.
Lessons Learned
-Even cool tech has to fit into the experience
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Prototyping
an Experience
We completed the proof-of-concept for our first augmented
game, Retro Robot. After choosing
an activity, we began developing the technological framework and
experience design in parallel. As soon as there was a working prototype,
we froze the technology and playtested. The next phase will be iterating
on the prototype to improve both the technology of the experience
and the gameplay.
Lessons Learned
-Clarity of purpose is important
-Division of labor is important to rapid development
-Tap available resources, such as faculty and peers, for advice and help with development.
-Keep the scope reasonable.
-Playtesting is incredibly helpful.
-Use available or cheap resources to build a proof-of-concept.
After we finished Retro Robot, we made the decision to shelve it and build a new prototype using the ARToolKit technology. This time we were much more rigorous in our scheduling and were able to successfully implement multiple prototypes.
We spent the first two weeks brainstorming and developing concepts as we settled on how exactly we wanted to use the technology. The following two weeks were spent in development, getting the tech to work and prototyping the initial game, the Augmented Wizard Duel.
We had a week scheduled for playtesting and iteration that we used to improve our prototype prior to Soft Opening. After Soft Opening, we had two weeks to react to faculty feedback, implementing a few new games on top of the Gaming Table framework and documenting our work.
ARPE
is a project group at the Carnegie Mellon University Entertainment Technology Center. |