Live from GDC: Augmented Reality at the Game Developers Conference – by the Numbers

Reporting live from The Game Developer Conference in San Francisco, with my Augmented Reality filter on – here are the stats:

0 (Zero)

Number of mentions of Augmented Reality during Sid Meier’s keynote – the game design legend behind “Civilization”
Truth be told –  also missing from the keynote were mobile games, social games, casual games, and virtual goods…

0.1

Number of mentions of Augmented Reality in 10 Microtalks by 10 of the most revered visionaries in the game industry
Jesse Schell touched on the impact of games on reality (AKA Gamepocalypse) as an epilogue to his mind blowing Dice Talk

1

Number of mentions by investors on a panel about how to get funded
Brought up as example of games that will help developers differentiate themselves. The advice: build real life RPGs!

2

Mentions of Augmented Reality  during Facebook’s Social Games Summit Keynote
Gareth Davis touted augmented reality twice as the next generation of mobile social games.

3

Number of press articles about augmented reality during the GDC week

3.5

Number of GDC sessions focused on Augmented Reality
(on a personal rant – my submission for a talk titled “Put a Spell: Post Mortem of the first augmented reality learning game for the iPhone” was shamefully rejected!)

5

Number of Augmented Reality game demos on the exhibition floor
  • Sony EyePet and Move
  • Vuzix presented a game by Ohan Oda – Columbia University (video below shows a similar game)
  • AR Drone CES sensation by Parrot and Int13;
  • Nestle Cereal box as controller by 3DVia-Dassault Systemes;
(Metaio skipped the show this year and is betting on SxSW with ScavengAR)

6

Number of AR capable devices showcased at the event
iPhone, Android, DSi, Sony EyeToy. Plus Windows Phone 7, and Xbox Natal – promised to be released before the end of 2010 (NVidia mobile AR demo was MIA – missing In Action)

27

The least number of back-room meetings focusing on augmented reality which took place at GDC
(or in other words – meetings I was part of…)

100

Percentage of game developers familiar with the concept of augmented reality
(based on my anecdotal survey)

∞ (infinity)

Amount of inspiration at the event for designing augmented reality games

***

So how does GDC 2010 compare with last year’s Tiny Spark of Augmented Reality?
In a nut shell: Augmented Reality made progress in mind share – but not yet in real impact on the game industry.
Wanted: Game Designers to build Augmented Reality Games!

GDC 2009 Roundup: a (tiny) spark of augmented reality

The dust over GDC 2009 has settled a while ago and finally I got to reflect on the AR experience at the show.  Guess which headline would summarize it best:

a) augmented reality was the talk of the show

b) the expo floor was swarming with AR demos

c) AR games snatched lucrative game awards

d) none of the above

dsc03400

A friend in San Francisco wearing retro AR goggles

Unfortunately (d) is the right answer.

But – and it’s a big ‘but’ – the ignition spark was there. The seed was planted. The first shot of the revolution was fired.

(OK, maybe the last metaphor went too far.)

Here are 5 triggers I identified that ignited the spark:

1) Blair

The first GDC augmented reality talk – ever: Blair MacIntyre covered the latest and greatest about mobile augmented reality in front of a packed room of game developers. Awesome.

2) Demos

Was it the first time AR demos (and more demos) were presented at a major Game Developer Conference ?

Not sure – but it certainly was my first…

3)  Mentions in talks

Was Blair’s AR talk an isolated case?

Perhaps as a main topic it was. However, for the first time, I heard significant mentions of AR in multiple other talks. Check them out:

A talk about pervasive gaming. I liked the title: “Beyond the Screen: Principles of Pervasive Game” by the folks from Pervasive Games. The played with the concept in which the whole world is the playground.  These games, are founded in the belief that doing things for real is pleasurable. Games that harness reality as a source book have interesting dynamics.  Everything in reality matters to the game, the game play emerges from coincidence, and real and artificial blur.

Jane McGonigal fantastic talk “Learning to Make Your Own Reality: How to Develop Games that Re-invent Life As We Know It” introduced a concept she calls programmable reality. Augmented reality is among the key technologies to enable that idea.

Camera Based Gaming: The Next Generation by Diarmid Campbell attracted the attention of a room packed with game developers. He talked about Sony’s upcoming camera games for the PlayStation 3 such as Eye Pet. Armed with the EyeToy camera, these games will have the power to extract amusing gestures from players. Not quite AR – but sure smells like it.

Stretching Beyond entertainmentAR made a surprise appearance in a high profile panel discussion feturing some of the gods of the gaming industry: (from right) Ed Fries , Lorne Lanning,Bing Gordon,Will Wright, and Peter Molyneux.
The best quote award went to Ed Fries for saying: “We need to take game mechanics and apply them to the real world”.

dsc03394

4) Meet ups

Dinners, lunches, business meetups, brainstorming sessions – haven’t had that many meetings with AR enthusiasts since ISMAR 2008…

5) The iPhone

When it comes to bringing AR to the masses – the iPhone is a category on its own . And it doesn’t even know it yet…why the iPhone changed everything

-*-*-

Will we ever get to see answers a, b, or c become a real headline?

Most likely in the next few years, if you ask me.

A (tiny) spark was ignited.

To BeAR or not to BeAR?

Thomas Baekdal put together a nice post about PlayStation Eye Camera Games.

These are the kind of games Diarmid Campbell demonstrated live on stage while delivering the unforgettable keynote at ISMAR 2008 last week.

Purists would rant it’s not augmented reality: If a game takes place on screen, the fact that you interact with it using hand movements (even when you see yourself in the background) doesn’t qualify it as AR. It’s still “just” a camera game.

Yeah, I know – but if the experience is captivating and survives the novelty stage – does it matter how you call it?

The best type of fun is when technology gets invisible.

How would you call these games?

Live from ISMAR ’08 in Cambridge: Enjoy the Weather…

“Enjoy the weather” uttered sarcastically a kindhearted British witch (aka air hostess) while we were leaving the aircraft; surprisingly – we did in the first day. We were then promised this is accidental and surely the last day of summer. Splendid.

Venice? nope, Cambridge!

Venice, Italy? nope, Cambridge, UK!

I have landed in Cambridge, UK (where people go to augment their reality) and all I ever heard about it – is true: British meadow green, majestic 600 year old buildings, cosmopolitan young folks, fish cakes…a combination that gives this university city its unique aura; a great setting for the event starting tomorrow – reality only better, at ISMAR ’08.

St. Catherine College - can't ask for a nicer place to stay...

St. Catherine College - can't ask for a nicer place to stay...

For those who couldn’t make it, stay tuned for a live coverage of ISMAR ’08, the world’s best augmented reality event.

Featuring AR pioneers such as: Tom Drummond, Paul McIlroy, Mark Billinghurst, Blair MacIntyre, Daniel Wagner, Wayne Piekarski, Uli Bockholt (Fraunhofer IGD), Peter Meier, Mark A. Livingston, Diarmid Campbell, David Murray, Rolf R. Hainich, Oliver Bimber, Hideo Saito and many more —

— overing topics such as: Industrial augmented reality, hand-held augmented reality, displays, user studies, applications, layouts, demos, state-of-the-art AR, and don’t miss the highly anticipated tracking competition.

Welcome all speakers and attendees to the event, and don’t forget: look right first!

If you are at the event (or not) and want to chat, share thoughts, or ask questions – leave a comment here or send a message on facebook.