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  • Results from Game Design Challenge: Leap Motion

    - Danny Cowan

  • 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.


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