Hey everyone, chip from Sixense reporting in once again. Wow, I am beat. Two days after GDC and my feet are still throbbing. I slept most of Saturday away and now here I am wide awake on on Sunday night with a messed-up sleep schedule. This seems like as good a time as any to write our blog post. At least by writing it now, I can sleep in a bit longer tomorrow.
For week six Chris and Aaron made the trek out to San Fransisco to the annual Game Developers Conference (GDC) where they showed the latest version of our game Kiwi Catapult Revenge. The feedback we got was amazing! People were blown away at the head tracking performance that we’ve achieved, and everyone absolutely loved our unique art style. While the controls were a little difficult for some, that allowed us to gain some much needed insight into how to best fine tune the face tracking and the smartphone accelerometer inputs to make a truly killer experience.
Win8 is proposing a beautiful and fluid user interface because users want more than just a tool.
Win8 is designed for touch, but is also working great with a touchpad and keyboard : that's the "no compromise" Win8 strategy.
Ultrabooks, tablets, convertibles and detachables
Here are my entries for the Perceptual Challenge submitted a few Wednesday's ago. To add more value to the Show&Tell, I thought I’d also include my lessons learned while making each of these apps.
Frankly, the API and SDK for developing with Unity and the Perc, are well-written and comprehensive all things considered. I do not know about other teams, but from my perspective, this is far from the wild west of experimental programming back in the 8 bit and 16 bit Amiga days of copper list hacking and trial and error pioneering stuff.
We definitely lost one of our nine lives this week with integrating face tracking into our game, but we still have our cat’s eyes, and are still feel very confident that we will be able to show a stellar game at GDC. On the face tracking end of things we had some big wins. We are finally happy with the speed of the algorithms, and the way things are being tracked will work perfectly for putting into Kiwi Catapult Revenge. We completed some complex math to create very realistic perspective shiting in Unity.
Going to leave the chatter out this week and get down to some art:
Here's a look at the base geometry for the environment, and a look at what sculpting will look like: