mobile augmented reality games 2012

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Brian Selzer Augmented Reality Gaming: 2012 ARE2012

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Post on 13-Jun-2015

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A practical look at the mobile augmented reality games space in 2012. Are we too early? What makes a viable mobile AR game experience today? Lessons learned...

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  • 1. Augmented Reality Gaming: 2012 Brian Selzer ARE2012

2. AR Gaming 2012: The GoodAR Gaming Not a FadThe World Itself Will Become The FinalGaming PlatformTrue Interaction, Deeper Engagement,Richer Context, Contextually AwarePeople, Places & Things become part of thegaming experience around you, relevant toyour world.Marketing initiatives lead AR dev creativitysome success stories brands becomingcontent channels 3. AR Gaming 2012: The Good 4. AR Gaming 2012: The GoodIndustry GrowthNumerousOpportunitiesBig Companies Making InvestmentsFree AR SDKs available to gamedevelopersMany Game Studios Now Dabbling withAR 5. AR Gaming 2012: The Good Good Mobile AR Games: Starting to Surfacing (show promise)Sony, Ricochet (Use of Environment) Ogmento, NBA: King Court (GPS/Sensors) Nintendo, Archery (Camera Angles)Sony, Street Fighter (Pre-SLAM) Nintendo, Face Raiders (Texture Grab) THQ, Falcon Gunner (Gyro/Sensors) 6. AR Gaming 2012: The BadIts Still Early for AR GamingToo Early?No breakaway hits yetBetter Reasons to Augment are FurtherOut (hardware/software) 1999-2009 2010-2014 2015-2025Mass-Market still needs hand holding tounderstandMeasure The Experience - OptimalEnvironment Required? 7. AR Gaming 2012: The BadWE ARETrough ofHEREDisillusionmentWow-Factor OverMarker Based AR = Barrier to 5-10 years to mainstreamEntrance for EntertainmentTech Savvy move quickly tonext big thingSolid , seamless, pain-freeperformance key. 8. AR Gaming 2012: The BadCurrent State of AR GamesStruggle to Find Market Mobile Gaming SnapshotReviews on iTunes (as of May 6th)AR GamesPaparazzi (NFT):0AR Invaders (Gyro): 88AR Defender (Marker): 277AR Soccer (Edge): 418Falcon Gunner (Gyro): 1,175-----Standard GamesSki Safari: 5,690Jetpack Joyride:146,208Fruit Ninja:441,148Temple Run: 1,114,198 9. AR Gaming 2012: The UglySoftware WoesOptimal Conditions RequiredUser-Experience Results Might Vary Detection Tracking (volume) Developer? Target acquisition Speed Target Occlusion Reacquisition Frame Rates Jitter Lighting / Reflections Angle Distance 10. AR Gaming 2012: The UglyHardware WoesMy Arm is Getting Tired!Smartphone is a stepping-stoneGlasses still years awayHardware not where it needs to befor AR gaming mass adoption. 11. AR Gaming 2012: The UglyGame Industry WoesPessimists, Realists, OptimistsSome Companies. Avoiding due tocurrent AR experience levelMany Companies Experimenting, butcautiously.Most Companies Watching andWaiting. 12. AR Gaming 2012+: The Awesome!Evolutionary Leap - The jump fromvirtual games to AR games is akin tothe jump from 2D to 3DJust Getting Started - Those in it forthe long haul will reap rewards, and beat forefront of growing industry...True Ubiquity - Become viable today;design with eye for the futurethe world is your playground 13. Thank You!Brian SelzerEmail:[email protected]:brianselzer.com / ogmento.comTwitter:BrianSe7en