07.27.08

Video Game Design 4: Matrix Bullet-time

Posted in Wii, design, fun, products at 6:00 am by nogre


Johnny Chung Lee pretty much shocked the entire video game world (and lots of others) with this video (5.8 million views, 5/5 star rating with 21,000 votes):

This is a pretty nifty bit of engineering, using the off the shelf Wii Remote and a relatively cheap extra (safety glasses with IR leds <15$) to provide a very high level virtual reality setup.

Secondly Nintendo has recently come out with the Wii Balance Board. This peripheral can accurately measure your weight distribution.

If we combine the potential of head tracking with weight distribution it would be possible to create a very accurate Matrix-style dodging bullets experience, simulating what is seen in this clip:

This would be a damn sweet feature if integrated into a full action game. It could likely be accomplished with head-tracking alone, but the combination of board, head-tracking, and Wii Motion Plus makes for near full body integration. The Matrix franchise is perfectly positioned to take advantage of the technology, seeing as everyone wears sunglasses in the movie anyway.

 


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04.09.08

Video Game Design 2: Marionette Theater

Posted in Wii, design, fun, products at 5:45 pm by nogre


Apropos my first post on video game design, I have thought up a new “game” for the Wii. It is a marionette theater simulator: you would get to create virtual marionettes, with customizable bodies and outfits (Mii integration if possible, lots of different clothing options), and levels would include performing different scenes from plays or entire plays. The accelerometers of the Wii controllers would function as the strings on the virtual marionettes. As you tilt the controllers different ’strings’ would get pulled or slackened moving the different parts of the marionette’s body.

Interactive audio effects would be crucial: recorded voice acting for characters, dynamic background music and sound effects (e.g. when a marionette hits a wall, a thud could be made), with karaoke-style text of the characters’ lines scrolling across the screen, as an option (voice recognition, if possible). A scene/play creation mode would allow players access to creating their own sets, characters, and lines, giving the game infinite replay value (online sharing of new sets, characters, etc., and entire plays, if possible). Buttons could trigger effects on stage, change the motion control to different characters, have the marionettes pick objects up, change camera angle, etc.

If saving a marionette performance and text-to-voice is included (with user-defined manipulations - angry, soft, loud, etc.) a playwright could produce his or her play on the Wii and immediately distribute its virtual staging. This could be done by recording the output of the Wii, but if the Wii could upload and download complete performances, it would become an artistic platform.

A good puppet show is something amazing. Check out these scenes from Being John Malkovich done by Phil Huber:

 


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01.31.08

Creativity

Posted in art, design, motivation, products at 4:28 pm by nogre


Lifehack.org is giving away a db clay wallet for the best tip on how to be or stay creative.

Here’s what I said:

Creativity comes from ruthlessness.

Being thoroughly ruthless with what you have and what has been done will allow you to create something new. If there is something that is equal to your abilities, i.e. you do not have command of it, then that thing is something new, at least for you.

If you are unwilling to be ruthless then you will know that the work you are doing does not require your full attention and you will be selling yourself and your creativity short.

 


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10.25.07

Check out Spoonbuzz

Posted in internet, marketing, motivation, products at 12:01 am by nogre


Y’all should check out Spoonbuzz. It’s a blog dedicated to marketing in the best possible way: making your vision of yourself and your world a reality. I guess the way I think of it is a cross between motivational speaking and down and dirty marketing advice from a ‘I want to be in marketing for the next 40 years’ guy. And that is a direct quote because Josh is a buddy of mine. So go to his blog and sign up for the rss feed.

 


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10.11.07

Video Game design

Posted in Wii, design, products, technology at 4:33 pm by nogre


I’ve bought meself a Wii and I quite like it. But there needs to be some more killer games.. freaking mercury meltdown got delayed. So for some reason - this is a first for me - I thought of a video game design. Simply put it is a spy game. The interesting thing is that each level is composed of 2 parts: the first part is a ‘training’ program put on by the spy agency to train the spy in what needs to be done. This ‘training program’ will not make use of the Wii motion sensors but will feature classic style gameplay only. Then the spy is sent on the mission but now to do everything will require using the motion controls. This game design will specific highlight the immersion that the motion controls bring to the game by contrasting them with the classic controls for doing the exact same operation. Also, the game design is efficient by reusing aspects of the same level design twice, though with different art direction, and differences in the ‘training’ and ‘mission’ - due to ‘incomplete intelligence’ - will make for good surprises. Ok game makers, hop to.

 


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