Sunday, 20 May 2012


Light graffiti is a somewhat closed trade. Only a select few have the equipment, time and know-how required to pull it off, so why not broaden the possible audience through the social connection of video games? Enter Lights, Camera DANCE! Traditional light graffiti can be difficult to set it up, and let’s be honest, expensive too! So why not refine the space to the magic circle of a video game? Our goal has been to create a new yet simple setup that enables anyone to join in the fun of light based art, with some dancing on the side. Everyone loves to dance, and everyone loves to create beautiful pieces of artwork, so why not combine them into play? We have found that the two marry together very well; and create an engaging and social game experience. Players are particularly enthusiastic about the fun of painting art that cannot provide immediate feedback as it is created. It adds a level of mystery as you play! We conclude that this new union between video games and conventional art presents a fantastic avenue that can be further explored in the years to come.

Thursday, 17 May 2012

New & Final Concept

Lights, Camera, DANCE!
"Lights, Camera, DANCE!" is a new radical gam,e based mainly around play, involving physical movements, light batons and long exposure photography. Two players stand in front of a camera holding one baton covered with LED lights each. Behind them is a projection of what the camera can see. Each player dances to music while the camera take long exposure photographs. The two players paint light graffiti while they dance! The players artwork is then saved and uploaded to the internet.

Our game is novel because it incorporates the use of physical movement through dancing, and social interaction through teamwork to create digital art in the form of light graffiti. This digital element has players painting art, without actually seeing what they have done until the photo is projected.

The contribution  of "Lights, Camera, DANCE!" is that it demostrates creating art using lights and photography can also be a game, and becomes a much more social experience with the application of proper technology.

Wednesday, 9 May 2012


Bicycle Joust
A new two-player competitive augmented reality game in which players compete like the horse-mounted knights of old in one-on-one jousting armed with bicycles and Wii remotes. Each players sit atop a bicycle rigged to accurately measure your approximate acceleration and velocity. Players wield their Wii remote jousts and attempt to build enough speed and strike the opposing player with enough "force" to knock them off their bicycle, thus winning the match. Suited for arcades, players would wear a headset which projects an augmented game view on top of their actual surroundings, telling them their speed and point of impact on the opposing player. The game is over when one player successfully knocks the other off 3 times.

-Bicycle Joust is novel because it combines real world physical objects such as a bicycle and Wii remote, receiving input from them and feeds it into the augmented reality headset, creating a more complete and rounded game experience, rather than simply projecting digital elements into real world space.

-Bicycle Joust demonstrates game systems can be created using the input from real world objects, fed through an augmented reality interface and then to the player to create richer play experiences.

Technical Issues:
-Our plan is to produce a video demonstrating how the game would be played and constructed, while also producing a physical non-working prototype (i.e. a bicycle) that players are able to look at for further understanding.

Wednesday, 25 April 2012