CITADEL OMEGA
Game Concept:
A phone/tablet AR game meant to be played on larger "targets"; the player must contend with a large and complicated AR environment which hides his target, forcing him to physically move around it to find and shoot them all before time runs out.
Role:
Lead game designer, lead artist, basic AR scripting and implementation. Process: Low-polygon 3d graphics modelled in Modo 401, imported to Unity game engine using Qualcomm's QCAR (now Vuforia) AR extensions; exported to Android devices.
Features:
AR shooting gameplay in a futuristic sci-fi city.
Purpose:
Created to test the possibilities of using a large-scale AR target (several feet in length and width), Citadel Omega was designed to test the use of a large, complicated model to force the player to physically move around the game space in order to find objects that are hidden from his/her current viewpoint.
Post-Mortem:
As a test demo for a specific gameplay concept, Citadel Omega succeeded brilliantly. When playtested by the general public, Citadel Omega received high praise and was successful in forcing people to move around the playspace; it was common to see people crouching and twisting in order to find the enemy, creating an experience unique to AR gameplay.