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FITCToronto2019
1 TORONTO / LOS ANGELES / MONTEVIDEO
East of the Rockies:
Developing an AR
Game
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2
Intro - Historical context - Internment
1942
- Imperial Japanese Army
bombed Pearl Harbour
- The Canadian government
declared Japanese Canadians
as the enemy
- In British Columbia they were
forced to leave their homes
and businesses
- They were pushed into
internment camps
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Joy Kogawa
Author, poet, activist, order of Canada
- Joy Kogawa was one of
those interned Japanese
Canadians.
- She was able to turn these
negative experiences into
creative outputs
- She wrote Obasan and was
rewarded with Order of
British Columbia and Japan's
Order of the Rising Sun.
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Intro - Jason and Dirk’s initiative
Jason Legge and Dirk van Ginkel
wanted to do something for the 150th
anniversary of Canada.
- Wanted to highlight Canada's
injustices as well as celebrate
their achievements
- Jason was always a fan of Joy
- They met and played video
games together
- Joy was on board!
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East of the Rockies Partners
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Our goal was to shed light and
acknowledge Canada’s past
injustices
We wanted to use immersive storytelling to educate and
empower our audience.
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Our Audience
Gen Z’ers are digital natives ready to embrace brands and
services that understand their needs and interests. “When we
match a digital relationship with the influence of storytelling,
we have the ability to empower young people to make a
difference.” – Huffington Post
Gen Z’ers
- 55% are willing to pay for products and services that
push forward social impact issues –Neilson, 2015
- The most diverse and inclusive generation – Business
Insider
- Want to make a difference and change the world –
Forbes
- Crave innovative ways to consume content and
embrace new forms of storytelling – Forbes
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Augmented Reality
What I find amazing about this technology is the fact it’s integrated into your phone or tablet, so
there’s no extra hardware barrier for people to start using the content.
Augmented Reality
- Augmented Reality has become a
popular way for people to
experience content
- There’s no hardware barriers
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Intro - EOTR Script
We started with
a script.
- Joy Kogawa teamed up with
Walt Williams
- Jason and Dirk adapted the
script for gameplay
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- The narrative is told from the
perspective of Yuki, a 17-year-old girl
- The story follows Yuki as she and her
family experience good times as well
as the bad
- Joy’s granddaughter Anne voices Yuki
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Our next step as a team
was to breakdown the
script into a storyboard.
Storyboarding
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Storyboarding - Legend
- We created a legend to
breakdown the narrative and
gameplay
- A pattern started to develop for
the main gameplay objectives
and interactions
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Storyboarding - Act 1, Scene 2
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UX
- With the initial storyboarding in place we
would then begin to map out a clear user
journey path
- UX then starts to define the gameplay
journey
- We’d define key interactions
- Optional interactions to enrich the
storytelling
UX MappingFITCToronto2019
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Gameplay structure
We started with another legend, this time
breaking down the gameplay
- Critical path for the users
- Side and optional interactions
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Gameplay structure
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Gameplay breakdown by location
- Gameplay was then broken down
by location
- This helped us understand the
order interactions would go in
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Draw Skippy With Tomio 🎯
Align device UI on the dots to connect them and
reveal the drawing (x5 dots)
5
5
Open Luggages 👆
Tap on locks to open the luggages (x2 locks)
1
4
Light On Stove 👆
Tap on stove to light it on
4
1
Open Curtain ⚡
Swipe on curtain to open & close it
2
2
3
3
Chop Logs ⚡
Swipe on logs to chop them (x5 logs)
Act 1 - Scene 2 - Yuki’s House
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6
1
2
5
3
4
Interact With Mrs Tucker 👆
Tap on Mrs Tucker’s to trigger news & radio
6
Raise Union Jack Flag 🎯
Align device UI on the dots to raise the flag (x3
dots)
1
Swipe Steam ⚡
Swipe to remove steam from the screen
5
Close Bag With Japanese Doll ⚡
Swipe to the bottom to close the bag
2
3
Look Through Walls 🔍
Get closer to look through the walls of the
Bathhouse & the Odd Fellows Hall.
4
Interact With NPC Characters 👆
Tap on NPC characters to trigger their actions (x3
characters)
Act 1 - Scene 5 - Camp Scene
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- Harshness of winter
- Only sources of heat was the stove
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UI Discovery
- Initial exploration into how
we would overlay
graphical elements within
the game
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Technical Discovery
When we reached technical kickoff we had a lot of areas to explore.
Our key areas to focus on were:
- Game engines
- Augmented Reality
- Interactions
- Lighting and rendering
- Visual fx
Our team already had knowledge of these areas but not within Unity.
We needed to figure these things out to give us insight on the right
way forward
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Development - Technical Discovery - Deciding on a Game Engine
- Our team had the most experience
with it
- Team workflow was important - two
options Unity Collaborate and Git
- Big active and open community
Choosing Unity
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We used Vuforia and
it was hell.
Development - Technical Discovery - Vuforia
Pros Cons
Cross Platform
In Editor Simulator
Updating Unity would
often break Vuforia
API and examples
were not
straightforward
Performance was
bad at times, drifting
occured
In-Editor simulation
eventually broke from
an update
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- We prototyped with it to test the api and performance
- We noticed less drifting and a performance increase
- The API is completely open source
- Unity are also working on a remote AR tool
https://forum.unity.com/threads/ar-remote-tool-alpha-
preview.573229/
- When removing the Vuforia Framework from our project,
XCode failed to build . . .
Development - Technical Discovery - AR Foundation
Meanwhile, Unity
released AR Foundation
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We needed a way to focus
the players attention within
the world
Development - Technical Discovery - Content scaling
- We couldn’t scale the models as it would break the
lighting
- However, we found an article by Unity that
documented two approaches we could use
https://blogs.unity3d.com/2017/11/16/dealing-with-scale-in-ar/
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Development - Technical Discovery - Content scaling
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Interactions needed a manager
- We used a web inspired approach to
handle touches / mouse interactions
- Attach a script to a gameobject to
make it interactable
- Raycasting is expensive
Development - Technical Discovery - Interactions
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Inspect interaction
- Object would animate
towards the camera
- User could turn the item
around and find details
- Seperate camera attached to
the main camera
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Development - Technical Discovery -
Lighting explorations
Unity Concept art
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Rig lighting explorations continued
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World Masking
- Mask to focus the region of
the world
- We called it the
“circle of occlusion”
- Mask happened in the
fragment shader
- Radius of the mask needed to
scale with the camera zoom
- Unity Post processing caused
us problems
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Assets
- We worked with two Technical Artists
for the project that created the 3D
game assets
- Models were created in Meters to align
with Unity’s measurement space
- Avoid textures where possible for
performance
- Houdini, Zbrush and Maya
Game Assets
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Development - Assets - Import settings
- Import assets with the right settings
- Track memory usage with the profiler
- Use streaming sounds to reduce
memory overload
- Set max texture size
- Use the memory profiler & look for
unusual memory sizes
Unity Asset Import Tips
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Colour Palette
Creating a cohesive colour tone
https://docs.unity3d.com/Manual/DrawCallBatching.html
- We created a reusable colour palette of
multiple materials to use throughout the game
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Assets - Characters
High poly sculpt of Yuki (that turned out we couldn’t use)
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Assets - Characters
The Tanaka Family
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Development - Assets - Character animations
- A decision early on in the project was to use
motion capture suits for the character
animation
- In theory it sounded like a great idea since we
required a lot of animations for the game
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Development - Assets - Character animations
- We later discovered though a lot of the
mocapped animations would require cleaning
up.
- We came to the conclusion we should have
opted for an animator instead
Oh dear.
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Assets - Buildings
- Models separated into
prefabs
- Combed prefabs together to
build the world
- Static objects together,
dynamic game objects into
gameplay prefab
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Assets - Buildings
- Gameplay prefab
- Objects require realtime
lights
- Interactive objects would
appear here
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Scene Structure
This is the typical structure for a
scene in the game
- Gameplay prefab
progresses user through the
story
- Scene prefab attached to
the AR anchor point
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Assets - Photographs
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Assets - Photographs
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We then needed a solution
for the team to collaborate
on the project
- We had up to 5 developers on the project
- It needed to be based on Git
Collaboration Strategy
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Development - Workflow - Unity Collaborate vs Git
Unity Collaborate
- Team licensing
- Basic interface
- Limited branch features
(no git flow)
Github
- No limit on contributors
- Use the tools we know and love
- Git flow workflow
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Development - Setting up Git
- Github for Unity was still in it’s early stages
- Use .gitattributes and .gitignore
- Used Gitflow
Branch Structure:
- Master
- Develop
- Feature
- [Jira-ticket-id]-feature-name
Setting up Git = lots of trial and error!
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Development - Game Development
Every Game Developers
nightmare.
- We wanted our game architecture
to be clean!
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- Our team has a strong web development
background
- We needed a robust approach to managing the
core logic of our game
- We came across Unidux, a Redux inspired
application architecture
- Features:
- Includes a useful UI inspector for your
store’s state.
- State is serialised to json
- We built on top of it to add in the missing
features we need
Development - Game Development - Unidux
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Development - Game Architecture - UniduxUnidux Inspector
Unidux Inspector
- Redux dev tools equivalent
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Development - Game Architecture - Unidux
Game reducers used
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Action Creators
Action Creators for a
gameplay scene
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Development - Game Architecture - Unidux
Reducer for a gameplay scene
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Subscribe
- Subscribing to the store was
simple
- Unity OnDestroy would
automatically unsubscribe
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Handle Props Changes
- This was the manual part
- Handle prop changes ourselves to
see what changes
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Props Changed
If props have changed, do something.
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The Game Prefab is the brain
- Contains all core logic
- Every scene in the game needs it
- A singleton and never gets destroyed
Development - Game Development - Game Prefab
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Development - Closed Captions
The game required
both English and French
- We used https://poeditor.com as our CMS
- Exported JSON files to use in-game
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Development - Localised Text Script
We have a localised text script which
fetches the text and renders it
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Development - Voice Over
Voice over required a
different approach
- Youtube for captions
- Node scripts to fetch VTT and export to json
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We stored game assets in Asset Bundles
- Included in the app and loaded
from Streaming Assets
- Unity depreciated their ABM so we
created our own to suit our needs
Development - Game Development - Asset Bundles
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Scene Flow Structure
- Each scene would start with a voice over
and a scripted timeline
- Once the voice over ends interactions
would activate
- We created our own solution to
subscribe to timeline events
- Sometimes things would go wrong...
Development - Scene Structure
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Development - Game Development - Building for testing
Building for devices would require a few steps:
- If content changed in the asset bundles, asset
bundles would need to be re-generated which
would take ~4 mins to build
- If the changes we’re only scripts we could build
the Xcode project straight away
- Then building the Game’s Xcode project would
take 1 minute
- It could take up to 5 mins to test changes on a
device
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Unity & UI
- NO HTML CSS :(
- Unity’s UI system takes time to learn
- How we approached it
Unity’s UI
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Our main game UI lived in our Game Prefab
- We used Canvas scale with resolution
setting
- We should of made the UI more
component based
Development - UI - Canvas
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Key Learnings & Insights
- Start with a solid game architecture
- Define a good naming convention for Assets
- Always keep an eye on memory
- Make sure the Unity project is kept clean, avoid
messy folders
- Ensure code is reviewed by a lead developer
- Keep the workflow optimised and fast for device
testing
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IDFA
- We showed the game off at IDFA -
International Film and Documentary festival
in Amsterdam
- It gave us a good insight to how people
played the game
- It allowed us time for final UX amends for
release
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We reached game release!
2+
Years in
development
2000+
Hours worked on
the project
~87
Pizzas eaten
(we can’t be too sure)
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Results and Reception
Game Launch
- We finally launched the game
- Apple promoted us for App of the day
- Maintaining a rating of 4.5 or higher
100,000+
Downloads in the first
two weeks
Rank in Education
category
#3
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FITCToronto2019 The Bathhouse
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Launch - JCC
We showed the app of at the Japanese
Canadian Centre
- It was the first time showcasing the full
experience to members of the Japanese
Canadian community
- Some had been in internment camps
themselves as young children
East of the Rockies: Developing an AR Game

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