Key Spatial Principles
MAKE IT FUN
Experiment Duration
4 Weeks
Reading Time
4 Mins
How can we use spatial computing to create a fun and reactive play space? This was the challenge we set out to explore in this experiment.
We wanted to understand how spatial can meaningfully transform our physical experience of space, exploring elements such as depth detection, room-scale surfaces, real-time physics and spatial audio - all while putting fun at the forefront, creating a game prototype that was responsive, rewarding and satisfying to play.
Mixed reality gives us permission to break the rules of the real world - and what’s more fun than breaking the rules?
What if we could play ball inside with no repercussions? Our experiment evolved around the idea of taking an object, releasing it into our room and seeing and hearing mixed reality reactions as it bumps, breaks through and rebounds off walls and objects.
Inspired by block-breaker arcade hit Arkanoid, Reality Smashers is a spatial game that playfully destroys the boundaries of our physical space. Players shoot balls to break through their walls, uncovering hidden virtual worlds beyond their physical one.
Working with spatial allows us to explore what it means to exist between realities. Our concept plays on this, layering reality to reveal virtual depths as the experience progresses.
Most mixed reality games use room geometry in its raw form, but for this experiment we opted to use it as a template upon which we could build our own virtual environments. Using the headset’s passthrough feature meant that the player could still view and feel connected to their real world surroundings throughout the experience, but we also used the headset’s room geometry capabilities to manipulate this environment. We developed a bespoke ‘voxelizer’ to analyse the triangles of the mesh and create representative blocks that formed the base of our new worlds, a simple but effective visual effect. This meant that the virtual layers, created by the voxelizer, were directly informed by the player’s real physical space.
Creatively, we wanted to explore the relationship between realities, gradually moving from physical reality to full virtual reality through playful interaction. We liked the idea that the more a player interacts, the more they can unlock - a progressive reward system works well as an engagement mechanic. So we decided to arm them with a range of balls, each with a different capability - some split in two when they hit a surface, some destroy voxels straight away and others combine together in order to cause maximum damage. The real world environment was fully destructible by the player in real time, with no perceivable drop in performance, leaving them surrounded by a multidimensional virtual world at the end of the game.
With only a few weeks to experiment, we delved into UX rapid prototyping for mixed reality. Collaborative spatial design tools such as Bezi helped us create a number of early iterative interactive prototypes so we could eliminate or prioritise elements before moving on to the proper build. Ultimately, this allowed us to conceptualise our spatial experience ideas in a more focussed and effective way.
Our whole process was driven by playfulness, knowing that this is a crucial component of successful spatial experiences - but making something fun is much more complex than it appears. It requires striking a delicate balance between setting the right challenges for players while allowing them to develop the skills needed to complete them (known as enabling a ‘flow state’), plus many other intangible things. To accomplish this, we prototyped, experimented and assessed based on the fun factor at each and every stage. After refining our core mechanic to the point where it was enjoyable to play even without any bells and whistles, we then added the juice through animations, styling, VFX and sound to layer the fun on top.
Reality Smashers proves that we can make something meaningful and fun using physical space as our only canvas. It also demonstrates a number of concepts that will be significant in the long run for spatial experiences - for instance, spatial awareness between virtual and physical objects, and mixed reality transformation of space.
In this case, we chose a simple and proven game mechanic - but how could this be taken further? Imagine a horror game that haunts your house and designs its own jumpscares around certain corners. Or a detective game with treasures scattered throughout your garden. Or even new game genres native to mixed reality that we haven't thought of yet. They could have their own impact and effect on the environment, and we could develop next-level contextual gameplay that’s completely unique to a player and their space. The potential for gaming and entertainment is huge - but the beauty of spatial is that it has the potential to inject fun and aspects of gamification into any application.