1 00:00:00,000 --> 00:00:01,920 [SQUEAKING] 2 00:00:01,920 --> 00:00:04,320 [RUSTLING] 3 00:00:04,320 --> 00:00:05,280 [CLICKING] 4 00:00:11,060 --> 00:00:12,100 PROFESSOR: Take it away. 5 00:00:12,100 --> 00:00:14,142 GWEN EDGAR: All right, we would like a volunteer. 6 00:00:14,142 --> 00:00:17,300 And I believe we have someone who enthusiastically offered. 7 00:00:17,300 --> 00:00:18,590 RIO LAVIGNE: Yep. 8 00:00:18,590 --> 00:00:21,260 So we would prefer you not to look at the computer screen. 9 00:00:21,260 --> 00:00:22,152 GUEST SPEAKER: OK. 10 00:00:22,152 --> 00:00:23,360 RIO LAVIGNE: And just stand-- 11 00:00:23,360 --> 00:00:24,680 GWEN EDGAR: --facing the audience. 12 00:00:24,680 --> 00:00:25,550 RIO LAVIGNE: Yeah, the audience. 13 00:00:25,550 --> 00:00:26,150 This will be great. 14 00:00:26,150 --> 00:00:27,620 Try not to disconnect the wire. 15 00:00:27,620 --> 00:00:28,670 GUEST SPEAKER: OK. 16 00:00:28,670 --> 00:00:29,753 RIO LAVIGNE: We apologize. 17 00:00:29,753 --> 00:00:31,580 This is still very much a prototype. 18 00:00:31,580 --> 00:00:33,497 GUEST SPEAKER: Oh, I'm glad you picked Rondos. 19 00:00:33,497 --> 00:00:34,560 These fit me better. 20 00:00:34,560 --> 00:00:35,310 RIO LAVIGNE: Same. 21 00:00:37,460 --> 00:00:39,070 And this may take a moment to-- 22 00:00:39,070 --> 00:00:40,445 GWEN EDGAR: Should we plug it in? 23 00:00:40,445 --> 00:00:41,320 RIO LAVIGNE: Oh, yes. 24 00:00:41,320 --> 00:00:45,800 Now-- no looking. 25 00:00:45,800 --> 00:00:46,370 No looking. 26 00:00:46,370 --> 00:00:47,270 No looking. 27 00:00:50,420 --> 00:00:53,540 Right, so as you can tell, this game 28 00:00:53,540 --> 00:00:56,810 is meant to be played without any visual input. 29 00:00:56,810 --> 00:00:59,810 In fact, do you hear things, by the way? 30 00:00:59,810 --> 00:01:01,260 GWEN EDGAR: This is the game view. 31 00:01:01,260 --> 00:01:02,812 For those that aren't super familiar, 32 00:01:02,812 --> 00:01:03,770 this is our scene view. 33 00:01:03,770 --> 00:01:07,100 Because we wanted you to see what was going on. 34 00:01:07,100 --> 00:01:09,170 This is what the phone would show. 35 00:01:09,170 --> 00:01:11,790 RIO LAVIGNE: OK, so wait just a moment. 36 00:01:11,790 --> 00:01:15,470 You should be-- I'm going to just check. 37 00:01:15,470 --> 00:01:17,388 Hold on. 38 00:01:17,388 --> 00:01:17,930 Face forward. 39 00:01:17,930 --> 00:01:19,550 OK, great, you're calibrated. 40 00:01:19,550 --> 00:01:23,510 So I turned off the screen so you can see what 41 00:01:23,510 --> 00:01:25,045 our play tester is looking at. 42 00:01:25,045 --> 00:01:26,420 GWEN EDGAR: Well, facing towards. 43 00:01:26,420 --> 00:01:27,830 RIO LAVIGNE: Facing towards. 44 00:01:27,830 --> 00:01:32,060 Yes, so our play tester hears a hey over here. 45 00:01:32,060 --> 00:01:34,820 In this game, you move using head tilts. 46 00:01:34,820 --> 00:01:38,620 So you tilt your head forward or down to move forward. 47 00:01:38,620 --> 00:01:41,452 You tilt your head backwards to move backwards. 48 00:01:41,452 --> 00:01:42,910 GWEN EDGAR: And this is the player. 49 00:01:42,910 --> 00:01:44,980 RIO LAVIGNE: So the teal dot is the player. 50 00:01:44,980 --> 00:01:47,530 And you can turn to face the sound source 51 00:01:47,530 --> 00:01:51,310 and tilt your head down to move towards the sound source. 52 00:01:51,310 --> 00:01:53,414 If you hit a wall, you'll go bonk. 53 00:01:53,414 --> 00:01:55,914 GUEST SPEAKER: Is that what that big bonking, knocking sound 54 00:01:55,914 --> 00:01:56,140 was now? 55 00:01:56,140 --> 00:01:56,920 RIO LAVIGNE: Yes. 56 00:01:56,920 --> 00:01:58,810 We still have to work out the balances 57 00:01:58,810 --> 00:01:59,982 between all the sounds. 58 00:01:59,982 --> 00:02:01,690 GUEST SPEAKER: I seem to have hit a wall. 59 00:02:01,690 --> 00:02:02,745 But I'm moving backwards. 60 00:02:02,745 --> 00:02:04,120 RIO LAVIGNE: Tilt your head back. 61 00:02:04,120 --> 00:02:04,620 Yep. 62 00:02:07,887 --> 00:02:09,720 GUEST SPEAKER: Is the over here spacialized? 63 00:02:09,720 --> 00:02:10,440 RIO LAVIGNE: Yes. 64 00:02:10,440 --> 00:02:10,990 Yes. 65 00:02:10,990 --> 00:02:12,240 GUEST SPEAKER: It's behind me. 66 00:02:12,240 --> 00:02:13,650 How do I go backwards? 67 00:02:13,650 --> 00:02:15,342 RIO LAVIGNE: Tilt your head back. 68 00:02:15,342 --> 00:02:16,800 GUEST SPEAKER: Oh no, not that way. 69 00:02:20,370 --> 00:02:21,387 I like the footsteps. 70 00:02:21,387 --> 00:02:22,095 RIO LAVIGNE: Yes. 71 00:02:29,660 --> 00:02:32,146 GUEST SPEAKER: It's asking me what I'm doing. 72 00:02:32,146 --> 00:02:33,640 Like, what are you doing? 73 00:02:33,640 --> 00:02:35,140 OK, this is really hard. 74 00:02:35,140 --> 00:02:36,190 RIO LAVIGNE: All right, congratulations, 75 00:02:36,190 --> 00:02:37,250 you found the first one. 76 00:02:37,250 --> 00:02:38,735 Now there's another one. 77 00:02:38,735 --> 00:02:40,783 GUEST SPEAKER: Oh, more, correct. 78 00:02:40,783 --> 00:02:41,950 RIO LAVIGNE: Oh great, yeah. 79 00:02:41,950 --> 00:02:44,020 GUEST SPEAKER: OK, someone else want to try? 80 00:02:44,020 --> 00:02:45,280 Or should I keep going? 81 00:02:45,280 --> 00:02:47,230 RIO LAVIGNE: Keep going for a little longer. 82 00:02:47,230 --> 00:02:48,190 GUEST SPEAKER: I'm doing something else now? 83 00:02:48,190 --> 00:02:49,240 RIO LAVIGNE: Yeah, you're going to try 84 00:02:49,240 --> 00:02:50,600 to find the target again. 85 00:02:50,600 --> 00:02:53,185 So this is actually our calibration level. 86 00:02:53,185 --> 00:02:54,280 So you got it. 87 00:02:54,280 --> 00:02:55,510 GWEN EDGAR: We found that the calibration level was really 88 00:02:55,510 --> 00:02:58,270 useful for giving a frame of reference for distances 89 00:02:58,270 --> 00:02:59,460 and how far-- 90 00:02:59,460 --> 00:03:02,830 what the sound is and how it sounds further away. 91 00:03:02,830 --> 00:03:05,440 RIO LAVIGNE: Yep. 92 00:03:05,440 --> 00:03:10,390 Yeah, so maybe try find one more target. 93 00:03:10,390 --> 00:03:13,665 And we can move to the next. 94 00:03:17,730 --> 00:03:19,350 What is going on? 95 00:03:19,350 --> 00:03:22,620 OK, well, that happens sometimes. 96 00:03:25,952 --> 00:03:29,760 GUEST SPEAKER: [INAUDIBLE] this way. 97 00:03:29,760 --> 00:03:30,820 Nope, too far. 98 00:03:30,820 --> 00:03:31,320 Too far. 99 00:03:34,568 --> 00:03:37,110 I can tell it's over here, but I don't know how to get there. 100 00:03:37,110 --> 00:03:39,310 RIO LAVIGNE: If you-- because the-- 101 00:03:39,310 --> 00:03:41,210 you can turn yourself, by the way. 102 00:03:41,210 --> 00:03:42,830 You can rotate. 103 00:03:42,830 --> 00:03:45,020 And you will now face that direction. 104 00:03:45,020 --> 00:03:46,728 GUEST SPEAKER: There's a wall right here. 105 00:03:46,728 --> 00:03:48,690 I kept knocking. 106 00:03:48,690 --> 00:03:52,280 I'm going to go this way. 107 00:03:52,280 --> 00:03:54,880 Why do I keep hearing a [INAUDIBLE]?? 108 00:03:54,880 --> 00:03:55,671 There we go. 109 00:03:55,671 --> 00:03:56,171 No? 110 00:03:58,753 --> 00:04:00,420 AUDIENCE: Might be that the sound source 111 00:04:00,420 --> 00:04:03,110 is very close to a wall. 112 00:04:03,110 --> 00:04:04,880 RIO LAVIGNE: That's true, yeah. 113 00:04:04,880 --> 00:04:06,980 Well, we don't want to take up too much time 114 00:04:06,980 --> 00:04:08,540 from our presentation. 115 00:04:08,540 --> 00:04:12,980 No, pff, we anticipated people to have difficulties. 116 00:04:12,980 --> 00:04:17,250 Here, do you want to take a look at what the game looks like? 117 00:04:17,250 --> 00:04:18,626 So you're the teal player. 118 00:04:18,626 --> 00:04:20,209 GWEN EDGAR: So the first one was here. 119 00:04:20,209 --> 00:04:21,680 And then it moved up here. 120 00:04:21,680 --> 00:04:22,790 And then it went across. 121 00:04:22,790 --> 00:04:24,110 GUEST SPEAKER: Oh, it moves. 122 00:04:24,110 --> 00:04:24,980 RIO LAVIGNE: It did move. 123 00:04:24,980 --> 00:04:25,460 GUEST SPEAKER: Oh. 124 00:04:25,460 --> 00:04:26,120 GWEN EDGAR: Surprise. 125 00:04:26,120 --> 00:04:26,720 OK, 126 00:04:26,720 --> 00:04:27,512 GUEST SPEAKER: Yep. 127 00:04:27,512 --> 00:04:28,675 Yep. 128 00:04:28,675 --> 00:04:30,050 RIO LAVIGNE: And we actually want 129 00:04:30,050 --> 00:04:31,175 to showcase one more level. 130 00:04:31,175 --> 00:04:33,500 This time I'll put it on, put the glasses on. 131 00:04:33,500 --> 00:04:35,540 Because it's-- unless-- do you want to try? 132 00:04:35,540 --> 00:04:37,527 GUEST SPEAKER: No. 133 00:04:37,527 --> 00:04:39,110 RIO LAVIGNE: Nobody's very good at it, 134 00:04:39,110 --> 00:04:41,270 by the way, when they start out. 135 00:04:41,270 --> 00:04:43,130 But people do get used to it. 136 00:04:43,130 --> 00:04:45,242 GUEST SPEAKER: Yes. 137 00:04:45,242 --> 00:04:46,950 RIO LAVIGNE: Oh, I'm bonking into a well. 138 00:04:46,950 --> 00:04:47,810 Fun times. 139 00:04:47,810 --> 00:04:53,392 So we also want to showcase a little bit of level 2, maybe. 140 00:04:53,392 --> 00:04:55,350 AUDIENCE: So you've had people go through this? 141 00:04:55,350 --> 00:04:56,210 GWEN EDGAR: Yes. 142 00:04:56,210 --> 00:04:57,258 People-- 143 00:04:57,258 --> 00:04:59,300 AUDIENCE: Do they recognize the sound behind them 144 00:04:59,300 --> 00:05:00,933 versus in front of them OK? 145 00:05:00,933 --> 00:05:02,600 GWEN EDGAR: So this is one of the points 146 00:05:02,600 --> 00:05:03,975 we were going to bring up before. 147 00:05:03,975 --> 00:05:05,940 It's very difficult to tell in front or behind. 148 00:05:05,940 --> 00:05:08,180 But as you move, you can hear whether you're 149 00:05:08,180 --> 00:05:10,365 getting closer or further away. 150 00:05:10,365 --> 00:05:11,990 AUDIENCE: And is that done with louder? 151 00:05:11,990 --> 00:05:14,450 Or is that done with some other sound effect? 152 00:05:14,450 --> 00:05:15,500 GWEN EDGAR: That's done-- 153 00:05:15,500 --> 00:05:17,660 so we actually were wanting to do something 154 00:05:17,660 --> 00:05:19,430 where, when you're facing it, it actually 155 00:05:19,430 --> 00:05:20,593 gets a little bit louder. 156 00:05:20,593 --> 00:05:22,760 So you know you're looking in the correct direction. 157 00:05:22,760 --> 00:05:26,772 Right now that's not very dynamic. 158 00:05:26,772 --> 00:05:28,980 RIO LAVIGNE: Yeah, I'm having technical difficulties. 159 00:05:28,980 --> 00:05:31,080 We'll show off level 2 later. 160 00:05:31,080 --> 00:05:34,080 AUDIENCE: Are you using any particular spacializer 161 00:05:34,080 --> 00:05:35,240 for the sound? 162 00:05:35,240 --> 00:05:38,830 Or is this just like panning? 163 00:05:38,830 --> 00:05:39,910 RIO LAVIGNE: Well, it's-- 164 00:05:39,910 --> 00:05:41,920 GWEN EDGAR: We have a different rolloff, 165 00:05:41,920 --> 00:05:44,680 but we're just using what Unity afforded us. 166 00:05:44,680 --> 00:05:47,690 RIO LAVIGNE: Well, Unity plus Bose AR. 167 00:05:47,690 --> 00:05:52,270 So as you noticed, later on, you can turn yourself and then 168 00:05:52,270 --> 00:05:52,773 move. 169 00:05:52,773 --> 00:05:53,440 AUDIENCE: Right. 170 00:05:53,440 --> 00:05:54,910 GWEN EDGAR: Yes. 171 00:05:54,910 --> 00:05:56,420 Thank you all for being here. 172 00:05:56,420 --> 00:05:58,360 This is our presentation for going in blind. 173 00:05:58,360 --> 00:06:00,460 I'm Gwen Edgar, and this is my teammate. 174 00:06:00,460 --> 00:06:02,030 RIO LAVIGNE: Rio Levine. 175 00:06:02,030 --> 00:06:03,030 GWEN EDGAR: And welcome. 176 00:06:03,030 --> 00:06:04,130 So first, we're going to start you off 177 00:06:04,130 --> 00:06:05,660 with the background on blind gaming. 178 00:06:05,660 --> 00:06:06,452 RIO LAVIGNE: Right. 179 00:06:06,452 --> 00:06:09,350 So actually, blind gaming has been around basically 180 00:06:09,350 --> 00:06:10,700 since video gaming was a thing. 181 00:06:10,700 --> 00:06:12,200 When I'm talking about blind gaming, 182 00:06:12,200 --> 00:06:14,600 I mean electronic gaming. 183 00:06:14,600 --> 00:06:17,210 So starting in the '70s, Atari came out 184 00:06:17,210 --> 00:06:18,665 with this game called Touch Me. 185 00:06:18,665 --> 00:06:19,790 And it had flashing lights. 186 00:06:19,790 --> 00:06:20,930 And it made noises. 187 00:06:20,930 --> 00:06:24,320 So it was actually accessible to people who couldn't see. 188 00:06:24,320 --> 00:06:27,710 Also, all of these text-based role-playing games 189 00:06:27,710 --> 00:06:29,520 were getting popular. 190 00:06:29,520 --> 00:06:31,745 And if you had a text to speech software, 191 00:06:31,745 --> 00:06:34,910 a visually impaired player could play those as well. 192 00:06:34,910 --> 00:06:39,440 But console games, action games were very limited. 193 00:06:39,440 --> 00:06:41,900 But gamers are going to game. 194 00:06:41,900 --> 00:06:46,310 So blind gamers played video games anyway. 195 00:06:46,310 --> 00:06:48,440 So they could use text to speech, 196 00:06:48,440 --> 00:06:50,150 and just based off of sound cues, 197 00:06:50,150 --> 00:06:52,550 navigate through very complex levels, 198 00:06:52,550 --> 00:06:57,260 completing games like 2D Punch Out, Super Mario 64. 199 00:06:57,260 --> 00:06:59,990 A blind gamer has even completed Ocarina of Time, 200 00:06:59,990 --> 00:07:05,680 if you've ever played that game, it's crazy without visuals. 201 00:07:05,680 --> 00:07:08,950 Even Resident Evil 4 was accidentally accessible. 202 00:07:08,950 --> 00:07:11,080 Because if you pressed pause, your character 203 00:07:11,080 --> 00:07:13,780 would reorient themselves to face towards the goal 204 00:07:13,780 --> 00:07:17,320 that they were trying to get to. 205 00:07:17,320 --> 00:07:19,720 Fighting games, like 2D fighting games, 206 00:07:19,720 --> 00:07:21,910 are actually pretty accessible, because they 207 00:07:21,910 --> 00:07:22,930 have binaural sound. 208 00:07:22,930 --> 00:07:25,870 You can tell which side your opponent is on. 209 00:07:25,870 --> 00:07:28,990 So Mortal Kombat, Street Fighter-- both pretty 210 00:07:28,990 --> 00:07:29,890 accessible. 211 00:07:29,890 --> 00:07:32,140 And blind players have even been known 212 00:07:32,140 --> 00:07:35,170 to play first-person shooters. 213 00:07:35,170 --> 00:07:37,660 So as long as there are enough sound cues, 214 00:07:37,660 --> 00:07:41,140 it seems like blind players can play these games. 215 00:07:41,140 --> 00:07:42,670 And that brings us to-- 216 00:07:42,670 --> 00:07:44,500 GWEN EDGAR: --our audio-only platformer, 217 00:07:44,500 --> 00:07:48,055 which, as you can see, you see nothing. 218 00:07:50,970 --> 00:07:54,700 You have to use only audio cues to navigate 219 00:07:54,700 --> 00:07:56,200 throughout the space, because it's 220 00:07:56,200 --> 00:07:58,120 using a lot of binaural inputs. 221 00:07:58,120 --> 00:08:01,950 So you're able to tell in what direction different things are. 222 00:08:01,950 --> 00:08:05,730 As you all know, we're using the Bose glasses for this project. 223 00:08:05,730 --> 00:08:07,163 And there are a couple of gestures 224 00:08:07,163 --> 00:08:08,580 that are automatically integrated, 225 00:08:08,580 --> 00:08:11,340 such as nodding your head, shaking your head, 226 00:08:11,340 --> 00:08:13,410 and double-tapping. 227 00:08:13,410 --> 00:08:16,000 We were exploring these different things. 228 00:08:16,000 --> 00:08:18,480 And so first, we were trying to do movement with head 229 00:08:18,480 --> 00:08:22,710 nods-- so step, step, step, step. 230 00:08:22,710 --> 00:08:25,320 And we found this got really tiring. 231 00:08:25,320 --> 00:08:28,290 And it was hard to know, were you taking a small step? 232 00:08:28,290 --> 00:08:29,940 Were you taking a big step? 233 00:08:29,940 --> 00:08:31,170 How far am I going? 234 00:08:31,170 --> 00:08:35,590 Like, how do I get through these different types of movements? 235 00:08:35,590 --> 00:08:38,460 So we decided to look at something else, which, 236 00:08:38,460 --> 00:08:41,250 as you saw, you tilt your head down to move forward. 237 00:08:41,250 --> 00:08:43,710 If you're looking this way, you go this way. 238 00:08:43,710 --> 00:08:46,080 You tilt your head back to go back. 239 00:08:46,080 --> 00:08:48,780 And this allowed for a certain smoothness of walking. 240 00:08:48,780 --> 00:08:50,850 And the foot-- you hear footsteps 241 00:08:50,850 --> 00:08:54,720 as you move forward, which gives a sense of you being 242 00:08:54,720 --> 00:08:57,360 in the place and a sense of that movement 243 00:08:57,360 --> 00:08:59,440 that you're playing towards. 244 00:08:59,440 --> 00:09:02,478 And as you turn your head, your direction will change. 245 00:09:02,478 --> 00:09:04,020 You might have seen a couple of times 246 00:09:04,020 --> 00:09:07,655 that there was a curve happening because of motions like this. 247 00:09:11,620 --> 00:09:14,780 So that brings us back to the Bose glasses. 248 00:09:14,780 --> 00:09:16,477 We were using the gyroscopes a lot, 249 00:09:16,477 --> 00:09:18,560 which meant we couldn't use the head nod or shake, 250 00:09:18,560 --> 00:09:20,370 because they were kind of using the same thing. 251 00:09:20,370 --> 00:09:22,703 And if you're trying to move forward, you can't do this. 252 00:09:25,470 --> 00:09:26,970 And those were the sensors. 253 00:09:26,970 --> 00:09:29,250 So that left us with one thing, the double-tap. 254 00:09:29,250 --> 00:09:31,860 Now what does any platformer need? 255 00:09:31,860 --> 00:09:34,597 RIO LAVIGNE: Well, Gwen, I think it needs platforms. 256 00:09:34,597 --> 00:09:35,430 GWEN EDGAR: Exactly. 257 00:09:35,430 --> 00:09:36,990 What do you need for platforms? 258 00:09:36,990 --> 00:09:39,030 Jumping. 259 00:09:39,030 --> 00:09:42,000 So we decided to move that double-tap towards jumping. 260 00:09:42,000 --> 00:09:43,608 And so we were thinking about, OK, 261 00:09:43,608 --> 00:09:45,150 so we're going to double-tap to jump. 262 00:09:45,150 --> 00:09:47,940 But we want to follow the platform. 263 00:09:47,940 --> 00:09:50,010 But if we're looking at a platform up here, 264 00:09:50,010 --> 00:09:51,705 we might start walking backwards. 265 00:09:51,705 --> 00:09:53,580 And if we're looking at a platform down here, 266 00:09:53,580 --> 00:09:55,130 we might start walking forwards. 267 00:09:55,130 --> 00:09:56,880 So we were thinking, all right, all right, 268 00:09:56,880 --> 00:09:57,885 we'll have a jump mode. 269 00:09:57,885 --> 00:09:59,760 So you double-tap first, you enter jump mode, 270 00:09:59,760 --> 00:10:01,110 and then you don't move around. 271 00:10:01,110 --> 00:10:02,610 So you can look at all your targets 272 00:10:02,610 --> 00:10:04,277 and not worry about falling over an edge 273 00:10:04,277 --> 00:10:07,410 or going out of the zone. 274 00:10:07,410 --> 00:10:09,780 But this got really confusing. 275 00:10:09,780 --> 00:10:13,470 We had it such that three missed jumps, you'd exit. 276 00:10:13,470 --> 00:10:14,990 It wasn't integrated very well. 277 00:10:14,990 --> 00:10:16,120 It didn't feel very smooth. 278 00:10:16,120 --> 00:10:17,640 It was kind of clunky. 279 00:10:17,640 --> 00:10:21,090 People were like, why did I stop moving? 280 00:10:21,090 --> 00:10:26,920 So we decided to move away from that, and instead, just jumped. 281 00:10:26,920 --> 00:10:29,110 And what this really meant was that we could only 282 00:10:29,110 --> 00:10:32,440 design levels in certain ways that looking at the platforms 283 00:10:32,440 --> 00:10:34,720 would be within your range of motion 284 00:10:34,720 --> 00:10:37,450 without trying to go outside of it any way. 285 00:10:37,450 --> 00:10:39,130 RIO LAVIGNE: Without, like, moving. 286 00:10:39,130 --> 00:10:41,410 GWEN EDGAR: Along with the jumping though, even more, 287 00:10:41,410 --> 00:10:43,870 was that if we just tried to apply a force, 288 00:10:43,870 --> 00:10:45,880 the player could go spiraling off into space. 289 00:10:45,880 --> 00:10:48,422 Because they didn't know that there wasn't something for them 290 00:10:48,422 --> 00:10:49,010 to land on. 291 00:10:49,010 --> 00:10:50,843 And if we allowed them to jump at any point, 292 00:10:50,843 --> 00:10:53,560 they might jump onto a wall, and then fall, 293 00:10:53,560 --> 00:10:55,270 or go through the wall, or fall down. 294 00:10:55,270 --> 00:10:58,300 And they don't know why they failed. 295 00:10:58,300 --> 00:11:00,610 So instead, what we did is we allowed 296 00:11:00,610 --> 00:11:01,790 jumping onto a platform. 297 00:11:01,790 --> 00:11:02,620 So if you're looking at a platform, 298 00:11:02,620 --> 00:11:04,270 you just jump, and it's all good. 299 00:11:04,270 --> 00:11:08,518 And if you don't, it's like, nope, and doesn't let you. 300 00:11:08,518 --> 00:11:10,060 And we found that worked pretty well. 301 00:11:10,060 --> 00:11:11,720 And it didn't upset players. 302 00:11:11,720 --> 00:11:12,970 That was very important to us. 303 00:11:12,970 --> 00:11:15,140 RIO LAVIGNE: Yes. 304 00:11:15,140 --> 00:11:18,680 So OK, we've gone over what you can do within our game. 305 00:11:18,680 --> 00:11:20,390 Here are some of the challenge we faced-- 306 00:11:20,390 --> 00:11:24,470 challenges we've faced when developing it so far. 307 00:11:24,470 --> 00:11:27,650 First challenge-- player orientation. 308 00:11:27,650 --> 00:11:31,430 Fortunately, it worked right off the bat when we did our demo. 309 00:11:31,430 --> 00:11:32,280 That's good. 310 00:11:32,280 --> 00:11:35,210 But in general, if you just start the game 311 00:11:35,210 --> 00:11:37,160 without doing any kind of calibration, 312 00:11:37,160 --> 00:11:39,630 you're looking in some random direction. 313 00:11:39,630 --> 00:11:42,817 So you need to make sure to face the player forward. 314 00:11:42,817 --> 00:11:44,900 And since the last time we gave this presentation, 315 00:11:44,900 --> 00:11:49,050 we found a method that faces you forward towards the z-axis. 316 00:11:49,050 --> 00:11:51,260 But there's no way to face and make 317 00:11:51,260 --> 00:11:53,638 the default any other direction, which is fine. 318 00:11:53,638 --> 00:11:55,430 GWEN EDGAR: We just built all of our levels 319 00:11:55,430 --> 00:11:58,590 along the positive z-axis. 320 00:11:58,590 --> 00:12:00,350 RIO LAVIGNE: Yep. 321 00:12:00,350 --> 00:12:01,803 Next challenge-- 322 00:12:01,803 --> 00:12:04,220 GWEN EDGAR: Properties of audio sources and the placements 323 00:12:04,220 --> 00:12:07,110 where we put them-- this was discussed in some of the Bose 324 00:12:07,110 --> 00:12:09,260 lectures and in some of the psychoacoustics 325 00:12:09,260 --> 00:12:10,740 lectures that we're talking about. 326 00:12:10,740 --> 00:12:13,940 But yes, forward and behind, you can't really differentiate. 327 00:12:13,940 --> 00:12:15,650 So if you're on a platform and there's 328 00:12:15,650 --> 00:12:17,443 something moving behind you, there's 329 00:12:17,443 --> 00:12:18,860 a platform moving in front of you, 330 00:12:18,860 --> 00:12:21,020 you can't really follow either platform. 331 00:12:21,020 --> 00:12:23,600 Because there's the-- you can't focus on either source. 332 00:12:23,600 --> 00:12:25,955 They get very muddled in your head. 333 00:12:25,955 --> 00:12:28,580 RIO LAVIGNE: If it's not clear, the platforms are making sound. 334 00:12:28,580 --> 00:12:30,200 GWEN EDGAR: Yes, I'm sorry, I forgot to mention that. 335 00:12:30,200 --> 00:12:32,242 The platforms make sounds so you can follow them. 336 00:12:32,242 --> 00:12:33,770 So you'll get on a platform. 337 00:12:33,770 --> 00:12:35,750 We turn the volume down on that platform, 338 00:12:35,750 --> 00:12:37,400 or else it's just overpowering. 339 00:12:37,400 --> 00:12:40,430 And when you leave it we turn it off such that you can always 340 00:12:40,430 --> 00:12:42,665 detect what's in front of you. 341 00:12:42,665 --> 00:12:43,790 And that works really well. 342 00:12:43,790 --> 00:12:46,790 Because the audio that is moving with 343 00:12:46,790 --> 00:12:51,237 you doesn't bother at all with the other moving sources. 344 00:12:51,237 --> 00:12:53,570 So if you're on a platform, it can still make its noise. 345 00:12:53,570 --> 00:12:55,712 And you can follow one in front of you. 346 00:12:55,712 --> 00:12:56,420 RIO LAVIGNE: Yes. 347 00:12:56,420 --> 00:12:58,950 GWEN EDGAR: And ambient noise also is fine to use. 348 00:12:58,950 --> 00:12:59,792 RIO LAVIGNE: Mm-hmm. 349 00:12:59,792 --> 00:13:01,250 GWEN EDGAR: But also, as discussed, 350 00:13:01,250 --> 00:13:03,410 you can tell something's left or right. 351 00:13:03,410 --> 00:13:05,270 And you're able to turn towards those. 352 00:13:05,270 --> 00:13:07,402 RIO LAVIGNE: Yep. 353 00:13:07,402 --> 00:13:08,860 GWEN EDGAR: Limited inputs, we were 354 00:13:08,860 --> 00:13:10,282 talking about this earlier. 355 00:13:10,282 --> 00:13:11,865 In a lot of games, you have keyboards. 356 00:13:11,865 --> 00:13:13,750 So you can have special abilities, 357 00:13:13,750 --> 00:13:15,430 and different modes you can enter, 358 00:13:15,430 --> 00:13:17,080 and a bunch of menus and whatnot. 359 00:13:17,080 --> 00:13:18,503 And with this, we had the two. 360 00:13:18,503 --> 00:13:20,170 And so we were working a lot with those. 361 00:13:20,170 --> 00:13:22,450 And that was just one of the challenges we faced. 362 00:13:22,450 --> 00:13:24,580 RIO LAVIGNE: Yep. 363 00:13:24,580 --> 00:13:27,910 Also, as you might have noticed, your method of movement 364 00:13:27,910 --> 00:13:28,660 is imprecise. 365 00:13:28,660 --> 00:13:30,377 You don't know where you're going. 366 00:13:30,377 --> 00:13:32,710 You're not really sure if you're going straight forward. 367 00:13:32,710 --> 00:13:34,750 You don't know where exactly-- 368 00:13:34,750 --> 00:13:36,460 how far things are away from you. 369 00:13:36,460 --> 00:13:37,630 GWEN EDGAR: You might think you're going forward, 370 00:13:37,630 --> 00:13:39,380 but your head is tilted to the side a bit. 371 00:13:39,380 --> 00:13:41,802 So you're actually going in this direction. 372 00:13:41,802 --> 00:13:43,510 RIO LAVIGNE: Fun problems to think about. 373 00:13:43,510 --> 00:13:44,560 GWEN EDGAR: So one of the first things with this 374 00:13:44,560 --> 00:13:45,700 was the platforms. 375 00:13:45,700 --> 00:13:47,950 Because players had a lot of trouble locating 376 00:13:47,950 --> 00:13:51,940 exactly where the platform was, we had to make a huge collider. 377 00:13:51,940 --> 00:13:54,910 So this entire green box, if you hit-- 378 00:13:54,910 --> 00:13:56,800 if you're gazing anywhere inside of it, 379 00:13:56,800 --> 00:13:59,500 you'll go to the platform on your jump. 380 00:13:59,500 --> 00:14:01,900 It was almost impossible to hit this even when 381 00:14:01,900 --> 00:14:03,940 looking at the screen. 382 00:14:03,940 --> 00:14:05,403 RIO LAVIGNE: Yes. 383 00:14:05,403 --> 00:14:07,570 GWEN EDGAR: And in graphic games, it's also lenient. 384 00:14:07,570 --> 00:14:09,400 Because you jump, and you can fall onto it. 385 00:14:09,400 --> 00:14:12,370 You don't have to jump exactly to where it is. 386 00:14:12,370 --> 00:14:13,330 So it follows. 387 00:14:13,330 --> 00:14:16,720 RIO LAVIGNE: And to help with the imprecise, 388 00:14:16,720 --> 00:14:18,460 like, I think I'm moving forward, 389 00:14:18,460 --> 00:14:21,130 but maybe I'm listing to the left or right, 390 00:14:21,130 --> 00:14:23,350 we made it so that if you were going fast enough 391 00:14:23,350 --> 00:14:26,240 and you're within 15 degrees of forward, 392 00:14:26,240 --> 00:14:28,720 you will go straight forward on the z-axis. 393 00:14:28,720 --> 00:14:30,880 This made one of our levels, which was essentially 394 00:14:30,880 --> 00:14:33,850 a very long hallway, much more-- 395 00:14:33,850 --> 00:14:36,790 much less frustrating-- I won't say easier, but less 396 00:14:36,790 --> 00:14:37,930 frustrating-- for players. 397 00:14:37,930 --> 00:14:40,597 Because then they could be like, oh, I'm actually going forward. 398 00:14:43,950 --> 00:14:47,920 As mentioned, don't use different heights. 399 00:14:47,920 --> 00:14:50,130 So right, like-- 400 00:14:50,130 --> 00:14:52,620 GWEN EDGAR: Yes, so as players were playing more and more, 401 00:14:52,620 --> 00:14:53,880 they were able to tell-- they were 402 00:14:53,880 --> 00:14:56,255 able to learn more about the sound and tell where it was. 403 00:14:56,255 --> 00:14:57,720 But when you're starting the play, 404 00:14:57,720 --> 00:15:00,270 it's really difficult to try to detect 405 00:15:00,270 --> 00:15:02,050 where anything is in this axis. 406 00:15:02,050 --> 00:15:04,140 And I think that, based on all our play tests, 407 00:15:04,140 --> 00:15:06,630 many players were in a kind of restful position 408 00:15:06,630 --> 00:15:09,210 when trying to follow it, which meant 409 00:15:09,210 --> 00:15:12,090 that they couldn't see anything above them, first of all. 410 00:15:12,090 --> 00:15:14,340 Because restful is apparently tilted down a little bit 411 00:15:14,340 --> 00:15:18,240 and not looking forward, and also that-- 412 00:15:21,095 --> 00:15:22,470 I'm sorry, that the-- we couldn't 413 00:15:22,470 --> 00:15:24,120 build levels upwards right now. 414 00:15:24,120 --> 00:15:25,902 So we were trying to build them more 415 00:15:25,902 --> 00:15:27,360 straightforward so the players were 416 00:15:27,360 --> 00:15:28,650 able to jump back and forth. 417 00:15:31,470 --> 00:15:32,340 RIO LAVIGNE: So-- 418 00:15:32,340 --> 00:15:33,510 GWEN EDGAR: --playtests. 419 00:15:33,510 --> 00:15:34,650 RIO LAVIGNE: Yeah. 420 00:15:34,650 --> 00:15:38,550 So on Monday, I got 11 players to playtest the game. 421 00:15:38,550 --> 00:15:41,190 On Wednesday, I got one more player 422 00:15:41,190 --> 00:15:46,410 to playtest based on some of the feedback we got. 423 00:15:46,410 --> 00:15:49,290 And oh, by the way, everyone said that it 424 00:15:49,290 --> 00:15:50,790 was an interesting experience. 425 00:15:50,790 --> 00:15:52,650 And some of them even said that it was fun. 426 00:15:55,530 --> 00:15:58,827 A lot of them did say it was fun, so that's good. 427 00:15:58,827 --> 00:16:00,660 GWEN EDGAR: Yeah, so one of the first things 428 00:16:00,660 --> 00:16:03,450 that popped up a lot was distance detection or radar. 429 00:16:03,450 --> 00:16:05,760 So you have no idea how close you are to the wall. 430 00:16:05,760 --> 00:16:06,640 You experienced that. 431 00:16:06,640 --> 00:16:09,138 Or you don't know how close or far something might be. 432 00:16:09,138 --> 00:16:10,680 We were thinking of adding something. 433 00:16:10,680 --> 00:16:13,320 Like, perhaps you could have something like a cane tapping, 434 00:16:13,320 --> 00:16:14,730 and you'll hear different noises. 435 00:16:14,730 --> 00:16:16,380 Or oh, there's a gap here. 436 00:16:16,380 --> 00:16:18,450 And we could take away barriers around edges 437 00:16:18,450 --> 00:16:20,850 with something like this, or something 438 00:16:20,850 --> 00:16:22,020 like rear assist parking. 439 00:16:22,020 --> 00:16:24,603 So as you get close to walls, it goes, beep, beep, beep, beep, 440 00:16:24,603 --> 00:16:26,490 beep, beep, beep, beep. 441 00:16:26,490 --> 00:16:28,100 RIO LAVIGNE: Yep. 442 00:16:28,100 --> 00:16:29,450 GWEN EDGAR: Frame of reference. 443 00:16:29,450 --> 00:16:30,325 RIO LAVIGNE: Oh yeah. 444 00:16:30,325 --> 00:16:32,750 So the first level went through a couple of iterations. 445 00:16:32,750 --> 00:16:34,460 In our most recent iteration, you 446 00:16:34,460 --> 00:16:36,350 have to find multiple targets before you 447 00:16:36,350 --> 00:16:37,860 progress to the next level. 448 00:16:37,860 --> 00:16:39,710 And this is to give the player a chance 449 00:16:39,710 --> 00:16:44,760 to really get more in the game, understand, this is the target. 450 00:16:44,760 --> 00:16:46,560 This is the sound the target makes. 451 00:16:46,560 --> 00:16:48,720 This is how I locate that sound. 452 00:16:48,720 --> 00:16:50,190 This is how I move forward. 453 00:16:50,190 --> 00:16:54,050 And moving backwards is also an option. 454 00:16:54,050 --> 00:16:56,110 GWEN EDGAR: The target after the one that you saw 455 00:16:56,110 --> 00:16:58,540 was directly behind. 456 00:16:58,540 --> 00:17:01,330 So the idea was trying to give players that range of motion 457 00:17:01,330 --> 00:17:02,230 and the noises. 458 00:17:02,230 --> 00:17:03,370 GUEST SPEAKER: Was I listening to more than one 459 00:17:03,370 --> 00:17:04,069 target at a time? 460 00:17:04,069 --> 00:17:04,280 GWEN EDGAR: No. 461 00:17:04,280 --> 00:17:04,947 RIO LAVIGNE: No. 462 00:17:04,947 --> 00:17:05,830 GUEST SPEAKER: OK. 463 00:17:05,830 --> 00:17:07,200 There were two voices. 464 00:17:07,200 --> 00:17:08,700 But that was just one target, right? 465 00:17:08,700 --> 00:17:10,158 GWEN EDGAR: It was one target, yes. 466 00:17:10,158 --> 00:17:13,410 The target would spawn after the next one was destroyed, 467 00:17:13,410 --> 00:17:16,410 last one was destroyed, yep. 468 00:17:16,410 --> 00:17:20,310 RIO LAVIGNE: Yeah, so front or behind versus left or right. 469 00:17:20,310 --> 00:17:23,339 Damage, death, and other punishments-- 470 00:17:23,339 --> 00:17:26,369 so we talked about players spiraling into the void 471 00:17:26,369 --> 00:17:27,803 after they jump. 472 00:17:27,803 --> 00:17:29,220 What do you do when a player dies? 473 00:17:29,220 --> 00:17:31,430 You put them at the beginning of the level, right? 474 00:17:31,430 --> 00:17:31,710 GWEN EDGAR: Obviously. 475 00:17:31,710 --> 00:17:32,970 RIO LAVIGNE: They failed. 476 00:17:32,970 --> 00:17:35,040 Well, this is confusing. 477 00:17:35,040 --> 00:17:37,660 Because players don't really know why they failed. 478 00:17:37,660 --> 00:17:38,160 They-- 479 00:17:38,160 --> 00:17:39,300 GWEN EDGAR: Or where they are now. 480 00:17:39,300 --> 00:17:40,050 RIO LAVIGNE: Yeah. 481 00:17:40,050 --> 00:17:41,490 Because now you've just moved them 482 00:17:41,490 --> 00:17:43,260 without them moving themselves. 483 00:17:43,260 --> 00:17:46,950 So they've completely lost where they are. 484 00:17:46,950 --> 00:17:51,190 So we decided to take out damage, and dying, 485 00:17:51,190 --> 00:17:54,300 and all of that. 486 00:17:54,300 --> 00:17:55,920 We have a level with obstacles in it. 487 00:17:55,920 --> 00:17:58,170 If you hit the obstacle, you say ouch. 488 00:17:58,170 --> 00:17:59,880 You get pushed back a little bit. 489 00:17:59,880 --> 00:18:01,830 And this doesn't disorient players. 490 00:18:01,830 --> 00:18:03,690 If players are worried about dying, 491 00:18:03,690 --> 00:18:06,450 they're much more afraid to move and explore 492 00:18:06,450 --> 00:18:07,600 their world as well. 493 00:18:07,600 --> 00:18:09,150 So we took that out. 494 00:18:13,040 --> 00:18:15,200 GWEN EDGAR: Level complexity-- 495 00:18:15,200 --> 00:18:16,933 as I mentioned, during the playtest, 496 00:18:16,933 --> 00:18:19,100 players were saying that as they were going through, 497 00:18:19,100 --> 00:18:20,270 they were getting better at navigating. 498 00:18:20,270 --> 00:18:21,230 They were feeling more confident. 499 00:18:21,230 --> 00:18:23,105 And they were getting more used to the sounds 500 00:18:23,105 --> 00:18:24,050 they were hearing. 501 00:18:24,050 --> 00:18:26,600 So they're able to detect different noises better 502 00:18:26,600 --> 00:18:27,798 and the patterns. 503 00:18:27,798 --> 00:18:29,840 So we were wondering how far we can go with this. 504 00:18:29,840 --> 00:18:32,490 If we have people that know how to play the game, 505 00:18:32,490 --> 00:18:34,610 how many levels of complexity can we add? 506 00:18:34,610 --> 00:18:37,310 Can we have a staircase of platforms? 507 00:18:37,310 --> 00:18:39,260 Can we make it so you need to navigate 508 00:18:39,260 --> 00:18:41,540 almost kind of-- platforms almost like a maze? 509 00:18:41,540 --> 00:18:43,010 What can we do with this? 510 00:18:43,010 --> 00:18:43,940 Can we have enemies? 511 00:18:43,940 --> 00:18:44,810 How many enemies? 512 00:18:44,810 --> 00:18:47,430 What kind of things can be used? 513 00:18:47,430 --> 00:18:49,250 So the idea is, really, how complex 514 00:18:49,250 --> 00:18:50,600 can these end up being made? 515 00:18:50,600 --> 00:18:51,620 And this was not something that we 516 00:18:51,620 --> 00:18:53,287 could follow in the scope of this class, 517 00:18:53,287 --> 00:18:55,970 but that we would like-- be very interested in pursuing. 518 00:18:55,970 --> 00:18:59,000 RIO LAVIGNE: And on average, it took players about 10 minutes 519 00:18:59,000 --> 00:19:01,002 to get through all of the levels that we had. 520 00:19:01,002 --> 00:19:02,210 GWEN EDGAR: The three levels. 521 00:19:02,210 --> 00:19:03,877 We only saw the first one in this round. 522 00:19:03,877 --> 00:19:06,260 But there's a level with the platform and a long hallway 523 00:19:06,260 --> 00:19:07,820 with swinging blades. 524 00:19:07,820 --> 00:19:09,620 RIO LAVIGNE: Yep. 525 00:19:09,620 --> 00:19:10,840 Yes. 526 00:19:10,840 --> 00:19:13,550 GWEN EDGAR: And last, level guidelines-- these are-- we 527 00:19:13,550 --> 00:19:16,280 have three main level guidelines that we want-- 528 00:19:16,280 --> 00:19:17,792 that we take as our contributions 529 00:19:17,792 --> 00:19:20,000 and we want to give to you as main takeaways from one 530 00:19:20,000 --> 00:19:23,420 project, the first one being to offer the player 531 00:19:23,420 --> 00:19:25,490 one audio target at a time. 532 00:19:25,490 --> 00:19:28,310 That can be trying to navigate, looking for a source. 533 00:19:28,310 --> 00:19:30,710 That can be trying to jump on the platform. 534 00:19:30,710 --> 00:19:33,410 That can be trying to find the swinging blade. 535 00:19:33,410 --> 00:19:35,330 After you have gotten past that, you 536 00:19:35,330 --> 00:19:37,758 can present a new target as long as the old one has 537 00:19:37,758 --> 00:19:38,300 been removed. 538 00:19:41,360 --> 00:19:43,370 Second-- 539 00:19:43,370 --> 00:19:46,310 RIO LAVIGNE: Always have a linear and flat path to follow, 540 00:19:46,310 --> 00:19:47,960 at least especially in the beginning. 541 00:19:47,960 --> 00:19:49,760 Because you can't really detect when 542 00:19:49,760 --> 00:19:52,040 something is above or below you, especially if you 543 00:19:52,040 --> 00:19:53,660 haven't heard the sound before. 544 00:19:53,660 --> 00:19:55,670 So especially with these beginning levels, 545 00:19:55,670 --> 00:19:58,295 make sure things are just in front of the player. 546 00:19:58,295 --> 00:20:00,920 GWEN EDGAR: So this doesn't mean that you can only move forward 547 00:20:00,920 --> 00:20:01,370 in the level. 548 00:20:01,370 --> 00:20:03,703 But it means you need to have a linear progression path. 549 00:20:03,703 --> 00:20:05,300 So you can-- you can go backwards. 550 00:20:05,300 --> 00:20:06,170 You can move around. 551 00:20:06,170 --> 00:20:07,880 But if you've used an element that 552 00:20:07,880 --> 00:20:12,920 needs to go away, or else be specifically brought back 553 00:20:12,920 --> 00:20:14,450 for reuse-- 554 00:20:14,450 --> 00:20:16,340 RIO LAVIGNE: Yep. 555 00:20:16,340 --> 00:20:19,670 GWEN EDGAR: And third, give clear and immediate feedback. 556 00:20:19,670 --> 00:20:22,080 When you're looking at something, you're able to see, 557 00:20:22,080 --> 00:20:25,250 oh, I missed the platform, or oh, I got hit by something, 558 00:20:25,250 --> 00:20:28,230 or oh, I didn't make the jump, or oh, I ran into a wall. 559 00:20:28,230 --> 00:20:31,040 But if you don't have that immediate feedback here, 560 00:20:31,040 --> 00:20:32,943 people are just like, what happened? 561 00:20:32,943 --> 00:20:34,610 It doesn't sound like anything happened. 562 00:20:34,610 --> 00:20:37,012 Or oh, things sound further away now. 563 00:20:37,012 --> 00:20:38,720 They don't have a good orientation point. 564 00:20:38,720 --> 00:20:41,420 So footsteps when you're actually walking, 565 00:20:41,420 --> 00:20:44,180 the nope when you can't jump, the bump 566 00:20:44,180 --> 00:20:46,040 against the wall when you hit it-- we're 567 00:20:46,040 --> 00:20:49,602 very clear in good ways to give that feedback. 568 00:20:49,602 --> 00:20:50,310 RIO LAVIGNE: Yep. 569 00:20:50,310 --> 00:20:52,080 And OK, well, that's our presentation. 570 00:20:52,080 --> 00:20:54,162 GWEN EDGAR: That's our game, Going in Blind. 571 00:20:54,162 --> 00:20:54,870 RIO LAVIGNE: Yes. 572 00:20:54,870 --> 00:20:58,220 [APPLAUSE]