Somehow everybody only seems to be talking about the possibilities of AR, instead of the constraints and what those constraints mean for your game. One of the biggest constraints that we came across as we launched AR game titles to public and beta users, was that it's really hard to use touch on the screen as a Control when you're using the same screen as your View.
This made us go back to the drawing board and completely rethink how to do controllers in Augmented Reality, and prototype a string of crazy demos to explore this space. This talk covers all of those outlandish demos, all the thinking that went behind them, all the gotchas we came across, and finally where we think that sweet spot between possibilities and constraints is for game controllers in Augmented Reality.
Here's a sample of the non-touch game controls we will cover:
* World position as triggers for actions in the game
* Face tilt to control your racing car or flying airplane
* Face expressions to fire and blast enemies, or gobble up objects
* Hand pinch gesture to pick up and drop things in the scene
* Hand gestures to navigate game menu
* Hand and face combination gestures!