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This is

An AR based super hero game

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About

An AR based superhero game for sitting exercises.

Brainstorming

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Scope

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Player Segment

Design Brief

An AR mobile game for single player young adults set in an office scenario that encourages an immersive chair exercise experience with the real time motion mechanics, where the player has to dodge/destroy incoming targets.

Ideation

An AR based superhero game for sitting exercises.

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Community of Practice

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Case Studies

Initial Idea

Encourage the Player to perform chair exercises unknowingly through a fun AR game.

Design Value

 

  • The game starts with selection of hero for each day of week

Game Concept

  • The other competing player/team also does the same challenges

  • At the end of the week the final results comes through and the competition continues

 

  • The game starts with selection of hero for each day of week

  • The player/team then clears the level of game everyday, generating scores

Game Setup

1 -2 meters

  • The phone can be set up on a tripod or other phone stands, 1-2 meters apart from the player.

  • Phone can also be kept in front of the desktop or the desktop version can be accessed

Narration

  • You play as the superhero from the Xquad team of superheros who has to protect their home planets and the people from the neighboring planet who are running away from an explosion that destroyed their planet, by destroying the debris and making a safe path for its citizens

Superhero  Choices

Aquilia

Power to control water

Elastio

Power of Elasticity

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FistFury

Super Strength

RayZor

Power of Laser

Shockwave

Power of Sonic Waves

  • You can call in your team to compete in clearing mission covering larger area/targets.

  • There is an internal competition is on going between the superheros,in which the more number of times a team wins they are rewarded

1.

RayZor

Superheros

  • The player needs to use the laser shooting from their eyes to destroy the debris / Asteroids.

  • The number of targets increases with level.

  • There are three types of targets- follow up, slice and blinking.

  • It encourages left-right neck movement and neck circles which help relieve tension.

2.

FistFury

  • The player needs to use the power fist to destroy the debris / Asteroids

  • The number of targets increases with level with variety

  • The number of hits varies with each target/level

  • Score is generated based on the number of targets destroyed

Superheros

  • It encourages forward / upward arm stretches

3.

Shockwave

  • The player needs to use the palm movement to destroy targets

  • Closing the gap between palms generates shock waves, which destroys the larger targets

  • The size of the targets varies with level/time

  • Score is generated on number of targets destroyed

Superheros

  • It encourages a back stretch called Ws & Ys.

Leader Board

 

  • The leader board are divided into :

  1.      Individual player stats

  2.      Team stats

  • The leader board also reflects the weekly and daily leaders

  • Players will compete amongst themselves in order to stay on top which offers rewards like 5-10 min extra break, etc

  • Everything is calculated through highest accuracy of doing the exercise

  • Spark AR studio was used to prototype this game idea.

  • It allows quick facial, hands and body tracking which was useful for us to execute the required gestures for the game.

  • It allows to create AR filter games for Mobile phones.

Prototyping

Playtest

 

  • To understand the movements which were required for the game and the constraints of exercise, few play-test were conducted

  • The results : The motion and exercise can be utilized in very delicate manner to create the levels and a further study in the field of sitting/standing exercises

  • The initial prototype includes basic target spawning which was a random call of the position of the  target .

  • Along with the play-test, few questions were asked about the pace, difficulty, physical movements, etc

  • Physical movements where recorded to study the necessary speed, duration and repetition which was helpful for the next iteration.

  • These are some expected play mock-up

  • In case of RayZor, the asteroids are spawned in the range of comfortable postures. Also the intervals are planned to avoid the sudden jerks

 

  • The Electric beam was added in the shock-wave to achieve the required WY back postures.

  • Instead of going random, the obstacles are spawned in a particular pattern to achieve forward / upward arm stretch.

  • As per the changes, the physical movements / stretches are now close to accurate as its meant to be done.

  • The exercises that are allowed sitting on a chair need to researched more vigorously, because any wrong twist n turn might cause a severe injury.

  • The development through a platform (Spark AR) was difficult as it is based on JS to internally customize data.

Key Learnings

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Team :

Chaitanya Verma

Pawan Tirpude

Mayuri Meshram

Time : 3 weeks

Guided by: Mr. Prasad Sandbhor (VF)

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