Motion-controlled gaming has made numerous strides over the last few years, and the Leap Motion peripheral opens up new possibilities within the space. By waving their hands over a small desktop sensor, players can engage with PC games in new and unique ways, enhancing immersion and adding an element of novelty to supported games.
Released earlier this year, the Leap Motion is able to track a player's hands and all 10 fingers with very low latency. Leap Motion-specific games like Blue Estate and Double Fine's Dropchord give an early glimpse at the device's potential, and suggest new possibilities for 3D gesture control.
For its latest Game Design Challenge, Game Career Guide challenged its readers to design a game for the Leap Motion accessory. Here are our top picks.
Edlen R. Pernandez, Student of Multimedia University Faculty of Computing and Informatics (see page 2)
João Gabriel Guedes Pinheiro, Student of Game Design in Univali, Brazil (see page 3)
Mehdi Saemi, Student of Multimedia University Faculty of Computing and Informatics, Tickle to Kill (see page 4)
David Howey and Ian Vega, Leap Motion: Origami (see page 5)
Wan Fuad Aizat, Student of Multimedia University Faculty of Computing and Informatics, Like a Surgeon (see page 6)
Edlen R. Pernandez, Student of Multimedia University Faculty of Computing and Informatics
This game will be bringing back all the old fond memories of playing hand shadow. Players' have to mimic the shadow generated to pass the level and continue to the next level. This will fully utilize the ability of the leap motion to trace movement of all 10 fingers'. As the level increase and the gameplay progresses, the level or complexity of the shadow to replicate also increases.
It's a 3D platform game. Every level, players have to use all 10 fingers to mimic or replicate the shadow/s provided.
- Leap motion : To trace the movement of fingers to produce movement
- Levelsare divided according to the environment
- Each environment has its own unique challenge
o Lack of light source
o Moving light source
o Brief light source
o Replicate more than 1 shadow
- There will be a randomly generated shadow/s (level based)
- Players have to replicate as similar to the objective shadow/s as possible
- Based on the time taken to complete, the player is awarded with either 3 or 2 or 1 stars
- Upon completion, the player can proceed to the next level
- Player gets to mimic or replicate the objective shadow/s
- Perfect 3 stars awarded if player able to mimic shadow/s the required time
- Player unable to replicate the objective shadow/s in the time provided
- Player unable to move on to the next level
- Upon completion of each level, players are granted 1 ‘HINT'.
- Upon completion of each environment, player are granted 1 ‘BONUS' whereby it acts as auto-completeof the required shadow
- ‘HINTs' can be merged to produce 1 ‘BONUS'
- Failure to complete the objective shadow/shadows will end the gameplay and player have to redo the shadow/shadows from the beginning
- Ifplayerfailto replicate the shadow before the timer runs out, the game ends
AUDIO & VISUAL
- Accomplished sound effect upon completion of the objective shadow/s
- As the timer gets less, the music tempo gets faster
- Light source from behind player to create the illusion of a shadow
- Environment in each level depends on the gameplay progress
João Gabriel Guedes Pinheiro, Student of Game Design in Univali, Brazil
My concept is based on using the Leap Motion to simulate your hand. In my game, you have one simple job: Disarm and make bombs. I do believe that, by giving the player this precise control, in which he can really know what he's doing, and by integrating that experience with the mouse and keyboard, he can be really surprised and excited.
The game start really slow. You pull wires like you would do in real life. The next part, you may have to rotate the object to see the wires. And in the next part, you may have to use your screwdriver to be able to see the circuit. By doing that, the game is not just another one with you disarming a bomb and shooting stuff. By following this progression, the player at same time experiences the evolution of the character - no one would have in his first lesson an acual bomb to disarm -, and learning the very basic principles of the game. And by doing that, the game suddenly turns into something in which you must be precise, you must be exact if you want to succeed.
My vision of it's interface is simple, like it should be. You just have your tools, and you may select them by the keyboard or by picking them with your hand. And you have the object in the screen. You have, of course, the background, but it's not important, and it's blurred to simulate your concentration on your task. You have tips and hints, if you want, and a HUD telling you the process of the operation, or small facts, simulating the view of a professional. Like, what would a professional think? He may ignore part of the bomb to focus on something important, or he may simulate the situation in his mind to better understand the problem itself.
That's all you have. Your tools in front of you, and your task. You have, of course, one correct way to do it. Like cutting that wire, but in a few occasions you may improvise. Cutting all the wires, if you have the chance to do so. Or try to remove the explosive component of the bomb. The idea is that YOU are the professional, so if you say that removing that thing is important, you will remove that thing. If you want to spend a few minutes rotating the bomb, if it doesn't have any time countdown, to analyze it, you can spend a lot of time into it, just studying the components.
Mehdi Saemi, Student of Multimedia University Faculty of Computing and Informatics, Tickle to Kill
This game is about a tribe which is been attacked by giant beasts. All warriors and soldiers have been killed in the battle with the beasts. There was a powerful wizard living in the cave nearby the tribe. The head of the tribe asked him for help to save the tribe. The wizard tried many magic to destroy the beasts but all of them failed. In the end he found out that the beast are vulnerable to tickle. Fortunately he knew a wonderful magic to apply on them. The wizard applied his magic to tickle the beasts to make them laugh until they burst from laughing too much.
· First person view
· Base defender
· Uses the Leap Motion à to detect the fingers of both hands
· Left and Right hand's fingers à To tickle the beasts
· Right hand fist à to power punch the beasts
· First level is the tutorial, to teach how to tickle the beast with your fingers which scan by the Motion Leap.
· Every level some wave of beast are coming towards you which you have to protect your base from them.
· You have to tickle the beast until they burst from laughing as fast as you can.
· In the upper levels the number of beasts will increase.
· After some level you will learn more magic and your speed will be upgraded.
· There is another magic which you learn in the upper levels which you can make the beasts slow.
· You have to tickle the beasts to laugh until they burst.
· After killing all the beast in the given time then you will win the level.
· You are given some lives which should not become zero.
· The lives is the life of the tribe, so you have to protect the tribe.
· You lose a life when a beast comes towards you and hit himself to the tribe.
· Being able to upgrade the speed of tickling
· Learn more magic in the upper levels
· By killing some beasts fast and continuously you will be given a life to collect
· By gaining score you will be given Power Punch to punch the beasts to push them back.
AUDIO & VISUAL
· Uses epic background music when the beasts attack.
· Uses evil laugh sound when you tickle the beasts
· Uses burst sound once one beast bursts
David Howey and Ian Vega, Leap Motion: Origami
In Leap Motion: Origami players can take advantage of three dimensional control, craft origami paper art in virtual reality. Using the Leap Motion peripheral, Pinch and Drag with the Index finger and thumb to pull the virtual paper in a direction. Point at a fold in the paper with index finger and push forward to crease. To rotate the model use both hands in a spread fashion move hands in a rotating motion as if handling a ball. Bring hands together to zoom in, spread apart to zoom out. This can be inverted.
Two Modes, Freeform and Challenge. In freeform you are given a paper to do whatever you wish with. In challenge there may be timed or accuracy. In timed you have complete the origami model in a specific time frame, earning a rating based on the time to completion. In Accuracy you are judged on how closely to the template your work is.
Players may publish their own freeform creations to the web for others to try and make in challenge modes or just to show off. Creators can specify the time to complete their creations for time challenges.
Wan Fuad Aizat, Student of Multimedia University Faculty of Computing and Informatics, Like a Surgeon
Like a Surgeon is a surgery simulator game that requires the player to do many kind of surgery from minor such as sewing up a cut, to major one like heart transplant. but of course being a surgeon is not only about the surgery, the player must also make decision whether to or not do the surgery based on calculated risk.
Leap Motion - using your fingers gestures to control the surgical tools on the surgeon hand. the harder the surgery, more delicate movement is required
Voice command - use the voice command to tell the nurse certain things such as to change the surgical tools.
While doing the surgery, the player must consider all things a surgeon must such as heart rate & blood pressure level.
Every surgery will be graded. player skill will be calculated with the accuracy of the hand movement.
A bad accuracy will leave the player with bad surgical grade. The worst will be when the patient dies.
Your overall grades will be your achievements.