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Nicole Lazzaro
Hear Me Feel Me Let Me Play: Lessons from Unscramble
the Oracle a BOSE AR Audio-First AR Game
GDC Summer SF/Online
August 4, 2020
@NicoleLazzaro
HearMeFeelMeLetMePlay:
Lessonsfrom
UnscrambletheOracle
aBOSEARAudio-FirstARGame
SpatialAudioDownsampledtoStereo
Bestwith
Headphones
StanfordPsychology
4KeystoFun
o/
Fiero!
TiltWorld
thefirstiPhonegame
TiltWorld.com
TiltWorld
Plant16Ktreesin
Madagascar
UnscrambletheOracle
FollowtheWhiteRabbit
@NicoleLazzaro
FreeDownload
4K2F.com
ThankYou!UnscrambletheOracleTEAM!
• DavidFox writing&Sfx
ElectricEggplant.com
• PatrickO’ShaughnesseyNarr.Engine
PatchedReality.com
• WonkubusWonkWalk,VO.&Art
(MichaelCrabbs)
MichaelCrabbs.com
• Nicole Lazzaro GameDesign& UX
XEODesign.com
AudioFirstChooseYourOwnAdventureYouPlayWalkingAroundtheBlock
How We Designed an Audio First GameImage: Wonkubus
LessonsfromBeatles,SaturdayNightFever,AndStonehenge
How We Designed an Audio First GameImage: Wonkubus
BLUETOOTHSPEAKERS&IMU
BOSEAR
SmartPhone
AudioFirstARHeadPoseRobust
BOSEARGameJam
PlayCrafting
July26,2019
Image: Wonkubus
Designis
Constraint
PushLimitsLearnAudioSpatializationForAllgames
• AudioFirst
• 1stperson
• “PhoneinPocket”
• FullyPlayable
• Walk&LookAround
• ExplorableAudioWorld
• InteractiveAudioGameplay
• Onlyplayableinspatialaudio
• CoreLoopRequiredAudioSpatialization
AudioGoals
Game
TechnologyDidWell
1. Headpose
2. Tapheadsettoselect
3. Positionaudio(ResonancePlugin)
Challenge
✓Responsive
✓Accurate
X 6DoF(only3DoF)
3ChallengesforAudio-FirstGames
Stand Walk ChooseSpatialAudio>
Image: Wonkubus
Stand
1
MaximizeAudioPositionDataAroundPlayer
• ImmersiveAliveAudioWorld
• Sound OutsideHead
• NoHeadlock
• PositionalClarity
AudioGoals
Stand
WhyDoesDoingThisNotInverttheSound?
BeatlesAbbeyRoad1st toRecordinStereoandSynthesizerMore: https://www.pbs.org/newshour/arts/the-beatles-abbey-road-revolutionized-how-a-track-could-be-recorded-listen-closely-here
Here Comes the Sun ©1969 EMI
WantSpatialAudiotoBeOutThereintheWorldAroundthePlayerMore: https://www.pbs.org/newshour/arts/the-beatles-abbey-road-revolutionized-how-a-track-could-be-recorded-listen-closely-here
SurroundSound≠SpatialAudio
ØStereo
ØAmbisonic
ØBinaural
ØASMR
HeadMotionWhileStanding-SpatialAudioField
UnscrambletheOracle
UnscrambletheOracle6DoF
(DegreesofFreedomforMovement)
“FindtheFrog”
WalkAroundRotateLookUp&Down
StereoInsidetheHead
ZeroDegreesofFreedom
HeadPose=DegreesofFreedom(DoF)
NoDoF
Headphones
NoMotion
HeadLock
6DoF
Walkforward/backward
Sidewaysleft/right
Jumpup/down
3DoF
Lookup/down
Left/right
TiltLeft/Right
SpatializationRequiresMotion
HeadTiltShowsCuriosity
AlsoAlsoIncreasedSpatializedSamplingforElevation
AmplifiesthedistortionBetweenTwoEars
forallOtherdirectionofHeadMotion
containingelevationinformation
Auxel
AUXEL“AudioPixel”
AudioSourceWithPositionalInformation
HowBigisanAuxel?
Rotation
Elevation
Distance
AudioPosition-Auxel=RED
Auxel=R5E3D3
“AudioPixel”
5
Howmanydiscreteaudiopositionscanplayershear?
3
3
?
45Positions1-3atatime
WhileStandinginPlaceDistanceIsLessImportant
5
UnlessAuxelisMovingRelativetoPlayer
Auxel=R5E3D3
“AudioPixel”
Rotation
Elevation
Distance
3
?
3
AuxelsNeedSpacing
PositionTimeMemory
5
3
TheSoundofSilence
EasiertoLocalizeAuxelswhenHearSpatialDistortion
SharpAttack RepeatingPattern
TIMETO: MoveHeadLATENCYHEADLOCK&OVERSHOOT
SpatializationTips
• RespondtoHeadMovementEsp.Rotation
• TIMETODISCOVER
• Length orLongEnoughLoops
• Identifiable&Separation
• MonoSourcesinGameWorldNoReflections
• SharpAttack
• PitchAboveandBelow
AudioGoals
Stand
Walk
2
WalkThroughtheSoundscape
MaximizeSenseofForwardMotionThroughScene
• AudioOnlyStorytelling
• AudioDepthPerception
(howFarOutthere)
• WalkAnywhereandStaywithinBounds
• RespondtoPlayer’sWalkSpeed
AudioGOALS
Walk
3
HowDidFCGCrosstheRoad?Image: Wonkubus
WalkingFocusesOnDistanceCues
Auxel=R5E3D3
“Audio-Pixel”
Rotation
Elevation
Distance
5 3
3 ?
Howmanydiscreteaudiopositionscanplayershear?
WalkAudioFirstLampposts
3.5DoF
DetectWalkingfromHeadPose
3.5DoF
AtLeast1AuxelApart
FastMotionAuxelsOverlap
FastPlayerMotion
A1 A0 A2 A0
AlternateAudioLamppostsforMoreSpatializationAR+AD
3.5DoF
“onrails”
TopDownView
AD-Distance
AR-Rotation
SpatialAudioWalk–BelievableRealWorldOverlay
3.5DoF
AsDesigned AsUsed
KeepPlayersIn AudioWorld
SeatBounce WalkAround
theBlock
Walk Wander
Walk-UnscrambletheOracle
SpatializationTips
• NarrativeAudioBeats
• GroupAudioSourcesSidetoSide&3Depths
• AuxelSpaceforSlow&FastMotion
• ShowProgressPassByHeadw/in1Meter
• FootstepsareRespectiveand SamePosition
• ActionsLikePullSlicePizzaOffDoor
AudioGOALS
Walk
3
CHOICE
3 PuttingtheChoose inChooseYourOwnAdventure
Image: Wonkubus
Choice
Peck1forAdventure
Image: Nicole Lazzaro
Mysterious
MaximizeChoiceFromAudioMenusinWorld
• 4StateButtons
• ChooseBetweenOptions
• OptionsIntegratedintoWorld
AudioGOALS
Choose
PsychologyConstraintsoftheEar
Audiomenusrequiredmoreresolutionthanwalkpaths
comparedtovisualmenusAuxelMenus
1.Lowresolution
2.Brain’sshorttermmemorybuffers
3.Hardtorefreshaudioinformation
4.Experience1audiosourceatatime
5.Mentallymapaudiosourcewithanobject,event,or
interactionopportunity
SpatialAudioDeadZone
“FindtheFrog”
SimpleInteraction&SpatialImage: Nicole Lazzaro
4StateAudioButtons-NoVisuals
PlanB
oTapthePhone
oTapAudioPrompt
oYes/NoNods
4StateAudioButtons
I’maButton
Highlight
Activated
UnHighlighted Gaze“beakcursor”tointeract
Heardwhatyoulookedat
DoubleTapHeadsetToChoose
ConstantSoundsAnnoying!
AddedIconsforWhoWasSpeaking
MenusFocusesOnRotation&Elevation
Auxel=R5E3D3
“Audio-Pixel”
Rotation
Elevation
Distance
5
3 ?
SpatialAudioCuestoFindMenuOption(FindTheFrog)
HighPitchWingFlapLoop
FairyChickenGodmother
Button
LowPitchFrogCroakLoop
[emptyAudioPosition]
On/OffHighlightAudio
DoubleTapHeadset
ToChoose
StonehengeAudioMenus-ChickenFlapAudioCueMoves
TellsstoryofChickenflyingtoanewinteraction
3DoFAudio-Menus
IamThePizzaDoor
RibbitRibbit
DoYouWantto
WadeAcross?
Menus3DoF
NoDistatnce
SpatializationTips
• 4-5 AuxelsHorizontallySpaced
• BewareDeadZoneFront&Behind
• Latency:Bluetooth,WiFi,HRTF
• Frogs>Turnips
• Character&StoryBeats=EasiertoRemember
• BeginAudioMemorably
• ReinforcewithIcons
AudioGOALS
Choose
Opportunity
Knocks4 HandHeld&Haptics
PhoneInHand=DetailedTracking&Haptics
ChallengePhoneandFaceLookDifferentPlaces=LessImmersion
MaximizeRotationMotionHandheld
• RespondtoAuxels withPhone
• MakeHandMotionAsNaturalAsHeadMotion
• HapticstoenhanceAudioMenuUX
AudioGOALS
HoldIn
Hand
FeelButtonsAsWellAsHearthem
HapticsOffersSurfaceTexturesForAudio
SpatialHapticsAmplifyAudioInteraction&Position
WeNeedaPBRforHaptics
SpatializationTips
• AudioTracksPlayer’sPhoneHand
• MinimizelookingleftHeadand
MovingPhoneRight
• ButtonStateswithHapticSignatures
• HapticSurfaceandmediumMovePhone
ThroughLikeWater,ForestBranches,Sand
AudioGOALS
HoldIn
Hand
WrapUp
5
3+ ChallengesforAudio-FirstGames
Stand Walk Choose Hold&Haptics
Spatial
Audio>
Rotation
Elevation
Distance
AudioPosition-Auxel=RED
Auxel=R5E3D3
“AudioPixel”
5
Howmanydiscreteaudiopositionscanplayershear?
3
3
?
45Positions1-3atatime
3
AuxelsNeedSpacing
PositionTimeMemory
5
3
TheSoundofSilence
AudioGOALS
Stand
Walk
Choose
HOLD
SpatializationTips
1. RespondtoheadPoseandMovement
2. SpaceatLeast1Auxelapart
3. ContrastAudioPatternToSpatializeWell
4. NarrativeCuesExpandShortTermMemory
ThankYou!UnscrambletheOracleTEAM!
• DavidFox writing&Sfx
ElectricEggplant.com
• PatrickO’ShaughnesseyNarr.Engine
PatchedReality.com
• WonkubusWonkWalk,VO.&Art
(MichaelCrabbs)
MichaelCrabbs.com
• Nicole Lazzaro GameDesign& UX
XEODesign.com
SignUpforUpdatesUnscrambletheOracle
surveymonkey.com/r/UTOSignUp
ContactMeForMore
• Nicole@xeodesign.com
• @NicoleLazzaro
• XEODesign.com
FreeDownload
4K2F.com
Followthe
WhiteRabbit
TiltWorld.com Unscramble
theOracle

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