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KINGSTON UNIVERSITY
Project Report
“The AR Drones provide users with an augmented reality, a live, direct or indirect, view of a physical,
real-world environment whose elements are augmented by computer-generated sensory input such
as sound, video graphics or GPS data”
The Brief
The client wishes to explore the effective use of AR Drones in locative
gameplay.
The Research
We were given the Parrot A.R Drone version 1 and asked to make a
game or application. The A.R drone uses the iPad or Smart phone devise
as a control through a local Wi-Fi connection. The Drone has two video
cameras which send a live feed to the smart device; this allows the user
to navigate using the drones’ vision. This also allows for developers to
make games that utilize augmented reality to create dynamic interaction
with 3D Space.
Augmented reality definition: a technology that superimposes a
computer-generated image on a user’s view of the real world, thus
providing a composite view.
In order to understand our target market and define our users, we
had to look at the success of the A.R Drone in the free market. The
‘new’ drone will cost anywhere between 200 to 300 Pounds, the device
you may need to control this toy will cost the user (depending on which
device) 200 to 800 Pounds. From our research we can deduce that this
is a luxury item and not a toy, something for developers and professionals’
to play with. The Drones’ main market is hobby enthusiasts and students.
Our first step was to test the drone's maneuverability and controls
followed by testing existing games for the AR Drone to understand the
current market trends and concepts available.
Testing the Market
The Enthusiast / Gamer
John Doe
•	 John Doe: Others who are interested in the AR Drone or wants to try it.
Approximate age band: 14 – 55 years
Main deciding factors of the age band being:
1.	 The drone is expensive
2.	 Not safe for younger children (might hurt themselves or others!)
3.	 Lot of movement/running around is involved
Expectations from the game:
•	 Clever game play
•	 Immersive visuals
•	‘Uniqueness’
Skills and knowledge:
•	 Gaming skill level-medium to high
•	 Extensive knowledge of existing games
•	 Experienced with handling and controlling a drone
Lifestyle:
•	 Plays games regularly
•	 Updated with latest gaming platforms, technology etc.
Context of use:
•	 Most often have dedicated time and space to indulge
Expectations from the game:
•	 Immediately engaging
•	 Attractive visuals
•	 Not too complicated/hard
Skills and knowledge:
•	 Gaming skill level-low to medium
•	 None / Very little knowledge of existing games
•	 Have little or no experience handling and controlling a drone
Lifestyle:
•	 Does not play games very regularly
•	 Frequency of playing depends on leisure time, mood, surroundings
etc.
Context of use:
•	 Does not always have dedicated time and space to play games.
Might play in different surroundings eg.: Dining room, Bedroom, Office
(break time!) etc.
The above information when compared to the applications available
confirms that the AR drone community is exclusive. While some games
allow users to upload their status and flight times, others focus on the
maneuverability of the drone in simulated environments. After testing the
various games available we started to discover the Drone's limitations.
This would have a great impact on our original concept, which will be
explained in further detail later in this report.
Our users were initially grouped into 2 broad categories as shown
below to understand them better.
•	 The Enthusiast / Game
Define User Groups
Persona
We came up with our persona by adapting 2 methods of research.
1.	 User surveys
2.	 Gauging online data of drone users
1. User Surveys
Links to the 2 questionnaires that were prepared for our persona:
Some of these were distributed online through ‘survey monkey’.
The rest were done on paper and later filled in to the online version.
Pre-test Questionnaire: https://www.surveymonkey.com/s/9FF7TSJ
After testing eight participants were chosen.
The features of chosen participants
Persona Questionnaire: AR Drone Persona Survey: https://www.
surveymonkey.com/s/Y2PFFQ5
- Process
Participants were asked to answer the questions. The test sheet
included 9 tasks. All tests were done online via dedicated web resource.
- Metrics
The results of the test were calculated using the following formula:
Resourses:
During the evaluation following options were used:
Hardware
- MacBook Pro 15`
Software
-	 Web recourse “Survey monkey”
2. Online Drone User Data
Data of drone users were gathered from
•	Facebook
•	Amazon
•	 Drone Forums
•	 Drone Game Websites
The data collected was organized and categorized and the following
points in each category were tabulated in a concise and relevant manner
based on:
- Characteristics that were common in different users
- Characteristics that were relevant for the creation of our game
Interesting Observation: All drone users identified were male
Some snapshots from our group brainstorming sessions for persona
development post the data collection:
The results of Persona Survey
After a few changes and additions based on feedback and further
discussions, the personas were created
Original Concept v1: Free Flight
Game Concept
Based on our research and personas, 3 concepts for our game were
developed initially.
The first concept was inspired by the 80’s game Asteroids, an old
arcade game where the player has to shoot waves of incoming asteroids.
The goal is to survive the incoming asteroids and rack up points. We
wanted to have an augmented reality version of this game using Drones
machine vision to spot incoming asteroids. Players would have to survive
incoming waves of asteroids and focus on hand eye coordination to avoid
being struck.
Original Concept v2: Racing
The second version was inspired by a Star Wars scene. Like most
other games available for the drone this game is based on racing, only
this time through a virtual asteroid field. Players would have to navigate
through the asteroids within a time limit; scores could then be uploaded
to an online leader board.
Information ArchitectureOriginal Concept v3: Search & Rescue
The third version was inspired by an app created by the European
Aerospace program. This game would test the player’s ability to control
the drone through an asteroid field. Focusing on precision movements
and the second camera players would have to navigate the asteroid field
to designated targets in order to collect specific items.
During the process of the IA creation two main aims have been set:
1. The interface should be user-friendly. User with low level of experience
should be able to use any part of game without tutorial.
2. Usage of any part of game interface should take minimum time.
For achievement this goals, IA was created with following noticeable
features:
• When user will run the game for the first time the way of user
journey will be different. Firstly, new user will be asked to enter the name.
Secondly, he or she will be invited to review the tutorial.
This step was designed and included in order to omit confusions and
generate a positive first impression so important to catch one’s attention
for a long-term period.
• If something unexpected occurs during the game process,
for example The Internet connection is lost or battery of AR Drone is
low, a notice will instantly pop up. Notices are implemented as a tool
of connection between a user and the game. It is help to avoid user’s
confusion.
• Every screen can be reached from each another screen of application
just in maximum tree clicks. This provides the menu directory with speed
For Information Architecture testing a prototype was created. The
prototype includes all important parts of future interface. This part of work
was done to avoid usability mistakes in next steps of development.
The Prototype was made using “Prototyper Pro”.
Prototype of Information Architecture
Scenario & User Journey
The scenario and user journey for each persona was illustrated as follows:
Concept art
The images below are concept drawings made to aid the team in how
the game should look when viewed through a smart device.
Character and element concept art:
Final Concept
As we could not make our original concept a reality, we decided to
maAs we could not make our original concept a reality, we decided to
make a simulated version of the same. Our software is for demonstration
purposes, to give the client an example of how the game would work if
the SDK were up-to-date.
We decided to stick to the asteroid idea and merge all three original
concepts into one package. What we discovered with the simulated
version was that users are not bound to the limitations of the hardware. The
software we developed is based on the actual drone hardware. With this
new idea we could simulate a final product for the client. It demonstrates
how the software and the hardware would work to gather had we had the
financial support required to make such a product a reality.
We used a rather untraditional version of the agile work process for the
production of this project. The group would have weekly meeting and
discus what each member needed to do by the next week. During the
week communication was held over group chats. Communication was
constant and everyone could reach each other 24 hours. The advantage
of this process is that members who lived in the nether regions of the
U.K could work from home if needed. A drop box group was formed so
team members could easily access each other’s documents and files.
The duration of the module was over three months. The first month was
dedicated to ideas and research, time after that was spent working on
the visuals and over all final product and demo.
Development
Art section
pros and cons of the gameplay, whilst from an art point of view, I focused
on reviewing the art style and level of detail, so that we could get an idea
of what to avoid and try and create something unique. The next phase
was to research drone users so that we could get a better idea of what
graphics and gameplay would appeal, however due to the drones niche
market, the vast majority of users tend to live overseas, which meant that
this stage of research also had to be done online. I visited several forums
and fan sites and collated as much information as was possible on the
users, focusing particularly on their gaming habits and lifestyles. Although
at this point in the project we had brainstormed possible game ideas,
only one really stood out. David, our design lead, created some concept
art based on the asteroids idea and which then became the basis for
some of my initial concept work on possible ideas and colour schemes
for the HUD (heads up display). I tried to include all of the additional extras
that we wanted in the game (music, timer, score etc.) without making it
too confusing and overwhelming. As the project progressed beyond the
research, the art team were able to start creating 3D assets, modelling
and painting the textures ourselves. I started out with basic, low poly
textured models so that we could get a prototype up and running ( the
12 poly warehouse environment , the power-ups and a landing pad),
replacing them with higher quality models and alternative textures (for
multiplayer games) as required. When it became clear that we would be
unable to utilise the drone itself and have to create a simulation instead, I
created the drone model that would act as the player avatar.
One half of the 3D Artists, during the early phases of the project, our
main focus was on research and not modelling, we began by testing the
games available on the market. As a group we downloaded and trialled
each of the apps with the drone, giving us first-hand experience of the
My role as a member of the Art department was to help create high
quality assets for the visual side of the game. The games visuals are
important because it is part of the overall user experience and ties together
the gameplay mechanics and most importantly helps enhance the user
experience overall. When receiving the brief it weren’t long before we
began brainstorming ideas and came up with an asteroid dodging style
3d game for the drone. When it came to creating the assets, I first began
creating basic variations of asteroid models that will be hovering around
the game for the user to interact with. I had to make sure that they were
of high quality whilst also being light enough for our mobile platform game
to run it smoothly without lag. I achieved this by creating high resolution
texture maps and baking them onto low resolution asteroid models. My
second contribution as an artist was to develop a 3d character for the
game. For its development I had to do some individual research in order
to provide an appealing looking character that fit the games easy to pick
up and play asteroid game. The character was a simple Spaceman/
Astronaut that was stranded in space and required to be picked up by
the players. I rigged and fully textured the character and made a waving
animation to go along with it.
Aside from the 3d assets for the game I also created a gameplay video
clip using after effects to help the team get a solid visual insight for a
gameplay possibility. I portrayed what the stranded “mission” gameplay
could be like by animating various 2d representations of the models that
would be within the game and all interactive. Within the video were all the
gameplay elements such as the power ups for the drone such as shields
and fuel in order to help it navigate its way through the asteroids and
collect the astronauts. The research from the team members beforehand
helped me to create this. All my CG assets would not have been as easily
produced and implemented were it not for the strong collaboration of
ideas brought forth by all departments.
The Technical issues
After working with the Drone we realized it only had a battery life of
12-15 minutes. The battery itself can take between four to five hours to
charge on a good day. These factors contribute significantly to the replay
value of all three game concepts. It was then brought to our attention by
the Technical Lead that the SDK for the drone had expired and was out
of date. The SDK for development had expired in 2009 meaning there is
no support even from the developers of the AR Drone.
SDK definition- Software development kit
This is what the Technical lead needs to convert the software from one
platform to another. This part was vital as we needed the SDK to make
our software (game) compatible with the hardware (Drone), as this is out
of date and no support is given we could not progress further with our
concepts.
We then decided to drop making a program for the Drone and opted
to make a simulated version of the Drone games. Unity was the game
engine that I decided to use mostly because of the portability option on
different devices by using the same code and the programming language
used is C#.
The programming parts that I accomplished for the application of
drone were several. To begin with single player and multiplayer game
modes were implemented. The warehouse maps have 50 spawn points
where rings, meteorites or power ups are randomly appear. So the game
experience is unique for each game.
On the single player mode, the player is navigating around the map
and the asteroids and gets familiarized with the controls. Since the game
is about the AR Drone parrot, I replicated the exact same controls, as
controlling the real device has. Consequently, the only difference is that
the control is used is not the real one, but one on a mobile device screen
with the same output, as an augment reality application. On the other
hand, on the multiplayer mode players can compete each other by using
different devices. For example, one player can use an android device
while the other one an IOS such as an iPhone mobile phone.
To top up the fuel tank the player needs to go back to the landing or
get the appropriate power up. The drones also have a health bar which
decreases while they take damage from other drones bullets. Also a
distance interaction mechanism is applied which detects if the drones
are in collision distance with meteorites or other drones and blinks red to
warn the players.
The drones have three cameras, two which are identical with the real
drone device, one at front and the other one at bottom of the drone and
also an extra third person view camera, like watching the game from a
distance.
Finally, drone bots with AI (Artificial intelligence) are under development.
These bots there will be able to recognize where the rings and the player
are and challenge the player while he plays.
On the multiplayer mode two to four players can be connected by
using different colours, four maximum and choose buy this their drone
skin. The colour that are available for the player to choose are red, green,
blue and yellow. The game can be developed on three different game
modes between battle mode, collect the ring mode or rescue mode.
As described above the game modes are three in the number and
more specifically the battle, collect the rings and rescue modes. At the
battle mode which is similar to one of the modes of the drone, a cannon
and the players fight to each other and winning is based on a killing score
system. The one with the more score wins the game.
For the collect the rings mode, which the map generates at random
positions 10 rings but only one is active at each time. Players compete
and this one that passes the most rings first is the winner. Each time a
player pass a ring the ring is getting disabled to the others and the next
ring becomes active. Also on this game mode the drones have cannons
to shoot the opponents and when player dies, spawning back to the
starting position is available.
For the last game mode players must find and rescue first the astronaut
which will be randomly generated on top of one of the asteroids and bring
him back to their landing pad.
The game also includes five different power ups:
• 	 The shield, which makes the player invisible for a short period of
time.
• 	 The fuel that refuels the player’s drone without needing to go back
to the landing pad.
• 	 Bullet that gives mode damage to the player’s cannon.
• 	 Timer
• 	 Score Multiplier
• 	 Bullet that gives mode damage to the player’s cannon.
• 	 Timer
• 	 Score Multiplier
At this part the basic characteristics of the drones are summarized.
Some of the game modes have a fuel system that decreases as long the
player moves.
Participants
AR Drone has wide range of users. Definitely, few people of each
target audience should be involved in testing. According Jakob Nielsen’s
research, five participants per one test is the most effective ratio of the
quantity and quality. That is why it was decided to study the five users
with the most common level of experience. According our researching,
we can make a conclusion that intermediate and advanced experienced
are the most common types of users. Moreover, it is undeniable that all
difficulties, which met these users, also are relevant for other types ones.
Participants will be selected by criteria, which are relevant for study
group.
Tasks
-Introduction (2 minutes)
The introduction explains the process of testing and privacy policy.
Also, tester will answer on participants’ questions.
Evaluation
Testing of Information Architecture Prototype
-Test (5-10 minutes or less)
The test sheet included 4 tasks. During the process participant could
ask a tip. Whole range of tips is explained in section “Metrics”. The original
task sheet is available from link below.
-Comments (2-5 minutes)
The participants was suggested to leave some oral or written comments
about the test process and AR Drone game.
Metrics
Quality of task success was developed according Russ Unger and
Carolyn Chandler method
Difficulty (evaluated by participant)
Clarity (evaluated by participant)
Materials
During the evaluation following options were used:
Hardware
- MacBook Pro 15`
Software
- Ezvid
- Questionnaire of test
Quality of
answer
Percentage
rating
Correct
answer
Level 1 tip
Level 2 tip
Level 3 tip/
Fail
75%
50%
0%
Level 1 tip Tester answer on participant’s
question without additional information.
Level 2 tip Tester give a hint to participant
Level 3 tip Tester give a direct answer on the
participant’s question. Participant looks frustrated.
In real live will give up this task.
Testing of Information Architecture Prototype
Procedure
The participants were invited to play the AR Drone game prototype.
After that, participants were asked answer the questions and provide
feedback about game concept.
Results
The results of IA testing.
All participants noted that IA is very user-friendly. They didn’t meet
difficulties during the test.
Results
Strongly Disagree Strongly Agree
Strongly Disagree Strongly Agree
Strongly Disagree Strongly Agree
Strongly Disagree Strongly Agree
Strongly Disagree Strongly Agree
Strongly Disagree Strongly Agree
Strongly Disagree Strongly Agree
The results of prototype testing.
KINGSTON UNIVERSITY
Design Document
Game Design
Summary
This game was designed as a simulator for the A.R. Parrot Drone. The
premise of the game was for players to navigate an artificial drone through
a simulated asteroid field. The final result is an alpha demo with free fly
and multiplayer mode.
Gameplay
The goal of multiplayer mode is to eliminate all the other drones in
the area. Asteroids spawn randomly in the area to create a unique
environment each time a server is created. Power up items also generate
randomly amongst the asteroids, players must navigate without colliding
into asteroids or the arena in order to outwit rivals. At this point the drone
is only equipped with a standard laser cannon.
Mind-set
As in all death match or competitive arenas, players should be focused
on surviving whilst trying to rack up a score by hunting down rivals. Top
scores are awarded with points and graphics that they can use to publish
online to show off their skill.
In single player modes players will find themselves focusing more on
their flying abilities, using their skills in a less hostile environment, this
version of the game requires a more relaxed state of mind, focusing on
feelings of personal achievement.
Screens (Alpha version)
Title/loading menu- This is a simple graphic illustrating the potential
action, with the Kingston logo.
Main Menu- This screen displays the following options
1.	 Single Player
2.	Multiplayer
3.	Options
4.	Credits
Single Player
At this point in the demo players can only fly around an arena with
randomly generated asteroids. These are three single player modes
planned for future development.
1.	 Time trial: Players must navigate the asteroid field and fly through
rings against a clock. Players would play against the bot Drones for added
computation.
2.	 Asteroids: “survival” Like the popular game from the 80’s, this
mode would have players fighting off waves of incoming asteroids, the
waves would become harder and faster. Fuel and ammo would be limited
thus players would have to use their resources wisely. Players will have to
think quickly in order to survive.
3.	 Search and rescue: Players must search for lost astronauts
amongst the asteroids. Finding them rewards the player with items
needed to continue the search. Astronauts like asteroids are randomly
generated. This game mode focuses on the micro adjustment control of
the AR drone.
Multiplayer menu
This is where users can create or join a game over local WIFI, as the
demo is still in its Alpha state the only options available are:
1. Drone colour red, blue, green & yellow.
2. Create or join game.
Options to be added (not in Alpha version)
1.	 Game type/mode select: game modes include Race and death
match.
2.	 Level select: choose which arena you would like to play in.
Options menu
1.	 Drone control options, players can adjust the drone response to
control input much like the real thing. (Not available in alpha)
2.	 Camera mode, players can change the camera mode to 3rd
person
Credits menu
1.	 Static image displaying a list of names with their respective roles
during development.
Controls and interface
The AR parrot drone is controlled by using touch screen technology,
it is supported by iOs and android devices. The interface was kept as
accurate to the original as possible to create a more realistic simulation
experience.
Left side of the screen: is an analogue control using the left thumb to
move the drone forward, backward and pitch left/right. Used for navigating
the drone around obstacles.
Right side of screen: (no analogue graphic) using right Thumb to control
the altitude and yaw movement, used for navigating the drone around
obstacles. There is a graphic representing the fire button for shooting
(in specific modes, death match and survival), this can be toggled on/off
buy holding down or tapping. Shooting can be done whilst controlling the
altitude and Yaw at the same time. This action causes damage to rival
drones and destroys incoming asteroids in survival mode.
Bottom centre of screen: Like the real drone, there is a graphic
representing the take-off and landing. This button is used to start and
finish a game. The game only starts when the player taps the take-off
button, until that moment the game is in limbo. When player lands in the
designated are or landing pad an assessment screen displays various
information about the players progress (not in Alpha version).
Top right of screen is a graphic of a camera. Like the real drone, players
can switch between front and bottom cameras on the drone. Downward
facing camera can be used to help land or pick up items in the arena.
and camera pitches/tilts slightly. Thus the players would have to be still in
order to aim accurately.
When movement input is stopped the drone automatically stabilises
itself into a hover.
As in real life if the drone collides with an object, players can expect
temporary loss of control before the drone corrects itself.
The asteroids in this demo do damage to the drone if contact is made;
constant contact with asteroids will lead to player death. The HUD flash
red when player approaches within the contact zone of asteroids.
If the drone makes contact with the arena walls a bounce effect
happens (like in real life), temporally disabling the drones controls leaving
the player vulnerable to attack or collision.
Thelasercannoncanbeusedtodisablerivalplayersordestroyasteroids
(not all). If player takes incoming laser rounds their energy empties, once
the drones energy hits zero it falls and explodes.Players can also collide
with each other causing instant death.
Finale User interface design.
Mechanics
The mechanics of the drone game are focused on the realism of
movement. As this is a simulation attempt, creating the movement and
physics of the drone is the focal point.
When the drone moves forwards or backwards, left or right the model
Game Design
The Warehouse:
As the real drone needs a lot of indoor and outdoor space to function it
made sense that our drone simulator should take place in a virtual Ware
house. Due to time constraints further levels could not be developed.
As this is an alpha demo there are no lighting effects. The warehouse is
empty with simple graphics to represent what the finale arena could look
like. When a game is started up-to fifty random objects are spawned,
each time creating a unique level. The randomness ensures that no two
game states are the same, keeping each replay unique. This helps to
keep the players entertained and removes the “repeat” play games can
have with static levels.
2.	 When server is full countdown begins. From 5 seconds. The then
round countdown timer begins starting at five minutes. Players must then
hit the “take off button” to start.
3.	 Players must destroy each other by any means possible, whilst
making sure not to get eliminated by other players themselves. Asteroids
will provide cover and danger to players. The area walls do no damage to
players but will temporally lose control if contact is made.
4.	 The player with the highest score at the end of the round is the
winner. Scores are displayed as Kills/ death ratio.
5.	 And repeat.
Game Flow (Multiplayer demo)
1.	 Player starts on launch pad. Players cannot move until the server
has filled up with predetermined amount of players 2-4. Asteroids have
spawned already. Power-ups not available in Alpha version.
Four players Multiplayer across platform, iOs and android
Abstract classes/components.
Base Physics:
1. Player 1 controls his/her drone with touch screen devise Android or
iOs
2. NPе (Bot), computer rivals to practice with (Not in Alpha version)
3. Up to 4 players online, ad-hoc or local Wi-Fi
4. Power-up
5. Asteroids
6. Astronauts (Not in Alpha version)
7. Warehouse
8. landing pad, red, green, blue and yellow (multiplayer)
9. Landing pad white (single player)
10.	 Ring (Not in Alpha version)
Base Obstacle:
1. Laser: cause damage to you and enemies. Five hits to kill. Kill = 1
point Death = 0
2. Asteroid: Causes damage to drones on contact five hits = death and
+1 death point
3. Warehouse walls/ roof: collision = drone spins between 180 and 360
degrees, drops a short distance but no damage taken.
4. Warehouse floor: collision = death and +1 death point
5. Enemy drone: collision drones fall to the ground see above (no.4)
6. Landing pad = safe
Derived classes and component compositions:
1.	 Base Player: drone has 100 life energy, when life reaches zero
death animation, drone spins, falls and explodes. Death point +1 and
leaves behind energy recharge power up
2. Base rival: drone has 100 life energy, when life reaches zero death
animation, drone spins, falls and explodes. Kill Point +1 and leaves behind
energy recharge power up
3. Base object: laser collision = -20 to life energy.
4. Base object: power up collision = +40 to life energy
5. Base object: Asteroid collision = -20 to life energy death = +1 death
point
6. Base obstacle: Warehouse walls/roof collision = Drone spinning and
falling a short distance towards floor.
7. Base Obstacle: Warehouse floor collision = Death and +1 Death
score.
Graphic
The graphics for the drone are simple vibrant colours, this help the
player to identify friend or foe. Drone colour models are Blue, Red, Green
and Yellow.
Simple Lighting and shadows are used to highlight movement and
depth of filed. Textures are used to create the illusion of physical material.
The Ware house is textured with a brick wall graphic, the floor a concrete
graphic and the roof uses a corrugated iron graphic. These graphics help
to define the virtual space as a warehouse. By todays modern gaming
standard this would be considered the standard design for a warehouse
and many examples can be found in almost every action game available.
Asteroids are textured to look like they are a heavy mass of metal and
rock. These large robust floating rocks emphasize the fragile nature of
the drone model. When the Drone approaches with in the hazard zone of
the asteroid the H.U.D flashes red, to indicate to the player that danger
is emanate.
Finale interface concept design
The concept of Interface graphic design was inspired by two different
graphic features.
On the one hand, the visual qualities of 3D graphic provide style of
classic computer game. For example, using 3D images and complex color
scheme.On the other hand, modern visual movements of applications for
mobiles phones and tablets have light, laconic graphic without excess
details. Both of these characteristics were combine in uniform images,
which have complex color scheme and 3D objects, but maintain concept
of “light” graphic design of applications. Also, the “space” theme of game
concept was reflected.
Sound
Drone Sound affects files (not in alpha)
1. Drone start Up
2. Drone Hover idle
3. Drone move
4. Drone damage
5. Drone collision
6. Drone Engine fail
7. Drone gun fire
8. Pick up object tone
9. Warning alarm
Ambient sound affects files (not in Alpha)
1. Bullet impact
2. Asteroid collision
3. Asteroid explosion
4. Impact collision
5. Item location sound
6. Item pick up
Menu sound affects (not in Alpha)
1. Menu select.
2. Music (minimal tchno)
Team
David Scadden – Design Lead
Anne David – UX designer
Alexandra Andrukhovich – UX designer
Haris Kapagiordis – Programmer
Michael John – 3D Artist
Victoria McIntyre – 3D Artist

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Kingston University AR Drone game-final report.pdf

  • 1. KINGSTON UNIVERSITY Project Report “The AR Drones provide users with an augmented reality, a live, direct or indirect, view of a physical, real-world environment whose elements are augmented by computer-generated sensory input such as sound, video graphics or GPS data”
  • 2. The Brief The client wishes to explore the effective use of AR Drones in locative gameplay. The Research We were given the Parrot A.R Drone version 1 and asked to make a game or application. The A.R drone uses the iPad or Smart phone devise as a control through a local Wi-Fi connection. The Drone has two video cameras which send a live feed to the smart device; this allows the user to navigate using the drones’ vision. This also allows for developers to make games that utilize augmented reality to create dynamic interaction with 3D Space. Augmented reality definition: a technology that superimposes a computer-generated image on a user’s view of the real world, thus providing a composite view. In order to understand our target market and define our users, we had to look at the success of the A.R Drone in the free market. The ‘new’ drone will cost anywhere between 200 to 300 Pounds, the device you may need to control this toy will cost the user (depending on which device) 200 to 800 Pounds. From our research we can deduce that this is a luxury item and not a toy, something for developers and professionals’ to play with. The Drones’ main market is hobby enthusiasts and students. Our first step was to test the drone's maneuverability and controls followed by testing existing games for the AR Drone to understand the current market trends and concepts available. Testing the Market
  • 3. The Enthusiast / Gamer John Doe • John Doe: Others who are interested in the AR Drone or wants to try it. Approximate age band: 14 – 55 years Main deciding factors of the age band being: 1. The drone is expensive 2. Not safe for younger children (might hurt themselves or others!) 3. Lot of movement/running around is involved Expectations from the game: • Clever game play • Immersive visuals • ‘Uniqueness’ Skills and knowledge: • Gaming skill level-medium to high • Extensive knowledge of existing games • Experienced with handling and controlling a drone Lifestyle: • Plays games regularly • Updated with latest gaming platforms, technology etc. Context of use: • Most often have dedicated time and space to indulge Expectations from the game: • Immediately engaging • Attractive visuals • Not too complicated/hard Skills and knowledge: • Gaming skill level-low to medium • None / Very little knowledge of existing games • Have little or no experience handling and controlling a drone Lifestyle: • Does not play games very regularly • Frequency of playing depends on leisure time, mood, surroundings etc. Context of use: • Does not always have dedicated time and space to play games. Might play in different surroundings eg.: Dining room, Bedroom, Office (break time!) etc. The above information when compared to the applications available confirms that the AR drone community is exclusive. While some games allow users to upload their status and flight times, others focus on the maneuverability of the drone in simulated environments. After testing the various games available we started to discover the Drone's limitations. This would have a great impact on our original concept, which will be explained in further detail later in this report. Our users were initially grouped into 2 broad categories as shown below to understand them better. • The Enthusiast / Game Define User Groups
  • 4. Persona We came up with our persona by adapting 2 methods of research. 1. User surveys 2. Gauging online data of drone users 1. User Surveys Links to the 2 questionnaires that were prepared for our persona: Some of these were distributed online through ‘survey monkey’. The rest were done on paper and later filled in to the online version. Pre-test Questionnaire: https://www.surveymonkey.com/s/9FF7TSJ After testing eight participants were chosen. The features of chosen participants Persona Questionnaire: AR Drone Persona Survey: https://www. surveymonkey.com/s/Y2PFFQ5 - Process Participants were asked to answer the questions. The test sheet included 9 tasks. All tests were done online via dedicated web resource. - Metrics The results of the test were calculated using the following formula:
  • 5. Resourses: During the evaluation following options were used: Hardware - MacBook Pro 15` Software - Web recourse “Survey monkey” 2. Online Drone User Data Data of drone users were gathered from • Facebook • Amazon • Drone Forums • Drone Game Websites The data collected was organized and categorized and the following points in each category were tabulated in a concise and relevant manner based on: - Characteristics that were common in different users - Characteristics that were relevant for the creation of our game Interesting Observation: All drone users identified were male Some snapshots from our group brainstorming sessions for persona development post the data collection: The results of Persona Survey
  • 6. After a few changes and additions based on feedback and further discussions, the personas were created
  • 7. Original Concept v1: Free Flight Game Concept Based on our research and personas, 3 concepts for our game were developed initially. The first concept was inspired by the 80’s game Asteroids, an old arcade game where the player has to shoot waves of incoming asteroids. The goal is to survive the incoming asteroids and rack up points. We wanted to have an augmented reality version of this game using Drones machine vision to spot incoming asteroids. Players would have to survive incoming waves of asteroids and focus on hand eye coordination to avoid being struck. Original Concept v2: Racing The second version was inspired by a Star Wars scene. Like most other games available for the drone this game is based on racing, only this time through a virtual asteroid field. Players would have to navigate through the asteroids within a time limit; scores could then be uploaded to an online leader board.
  • 8. Information ArchitectureOriginal Concept v3: Search & Rescue The third version was inspired by an app created by the European Aerospace program. This game would test the player’s ability to control the drone through an asteroid field. Focusing on precision movements and the second camera players would have to navigate the asteroid field to designated targets in order to collect specific items. During the process of the IA creation two main aims have been set: 1. The interface should be user-friendly. User with low level of experience should be able to use any part of game without tutorial. 2. Usage of any part of game interface should take minimum time. For achievement this goals, IA was created with following noticeable features: • When user will run the game for the first time the way of user journey will be different. Firstly, new user will be asked to enter the name. Secondly, he or she will be invited to review the tutorial. This step was designed and included in order to omit confusions and generate a positive first impression so important to catch one’s attention for a long-term period. • If something unexpected occurs during the game process, for example The Internet connection is lost or battery of AR Drone is low, a notice will instantly pop up. Notices are implemented as a tool of connection between a user and the game. It is help to avoid user’s confusion. • Every screen can be reached from each another screen of application just in maximum tree clicks. This provides the menu directory with speed For Information Architecture testing a prototype was created. The prototype includes all important parts of future interface. This part of work was done to avoid usability mistakes in next steps of development. The Prototype was made using “Prototyper Pro”. Prototype of Information Architecture
  • 9.
  • 10. Scenario & User Journey The scenario and user journey for each persona was illustrated as follows:
  • 11.
  • 12.
  • 13. Concept art The images below are concept drawings made to aid the team in how the game should look when viewed through a smart device. Character and element concept art: Final Concept As we could not make our original concept a reality, we decided to maAs we could not make our original concept a reality, we decided to make a simulated version of the same. Our software is for demonstration purposes, to give the client an example of how the game would work if the SDK were up-to-date. We decided to stick to the asteroid idea and merge all three original concepts into one package. What we discovered with the simulated version was that users are not bound to the limitations of the hardware. The software we developed is based on the actual drone hardware. With this new idea we could simulate a final product for the client. It demonstrates how the software and the hardware would work to gather had we had the financial support required to make such a product a reality.
  • 14. We used a rather untraditional version of the agile work process for the production of this project. The group would have weekly meeting and discus what each member needed to do by the next week. During the week communication was held over group chats. Communication was constant and everyone could reach each other 24 hours. The advantage of this process is that members who lived in the nether regions of the U.K could work from home if needed. A drop box group was formed so team members could easily access each other’s documents and files. The duration of the module was over three months. The first month was dedicated to ideas and research, time after that was spent working on the visuals and over all final product and demo. Development Art section pros and cons of the gameplay, whilst from an art point of view, I focused on reviewing the art style and level of detail, so that we could get an idea of what to avoid and try and create something unique. The next phase was to research drone users so that we could get a better idea of what graphics and gameplay would appeal, however due to the drones niche market, the vast majority of users tend to live overseas, which meant that this stage of research also had to be done online. I visited several forums and fan sites and collated as much information as was possible on the users, focusing particularly on their gaming habits and lifestyles. Although at this point in the project we had brainstormed possible game ideas, only one really stood out. David, our design lead, created some concept art based on the asteroids idea and which then became the basis for some of my initial concept work on possible ideas and colour schemes for the HUD (heads up display). I tried to include all of the additional extras that we wanted in the game (music, timer, score etc.) without making it too confusing and overwhelming. As the project progressed beyond the research, the art team were able to start creating 3D assets, modelling and painting the textures ourselves. I started out with basic, low poly textured models so that we could get a prototype up and running ( the 12 poly warehouse environment , the power-ups and a landing pad), replacing them with higher quality models and alternative textures (for multiplayer games) as required. When it became clear that we would be unable to utilise the drone itself and have to create a simulation instead, I created the drone model that would act as the player avatar. One half of the 3D Artists, during the early phases of the project, our main focus was on research and not modelling, we began by testing the games available on the market. As a group we downloaded and trialled each of the apps with the drone, giving us first-hand experience of the
  • 15. My role as a member of the Art department was to help create high quality assets for the visual side of the game. The games visuals are important because it is part of the overall user experience and ties together the gameplay mechanics and most importantly helps enhance the user experience overall. When receiving the brief it weren’t long before we began brainstorming ideas and came up with an asteroid dodging style 3d game for the drone. When it came to creating the assets, I first began creating basic variations of asteroid models that will be hovering around the game for the user to interact with. I had to make sure that they were of high quality whilst also being light enough for our mobile platform game to run it smoothly without lag. I achieved this by creating high resolution texture maps and baking them onto low resolution asteroid models. My second contribution as an artist was to develop a 3d character for the game. For its development I had to do some individual research in order to provide an appealing looking character that fit the games easy to pick up and play asteroid game. The character was a simple Spaceman/ Astronaut that was stranded in space and required to be picked up by the players. I rigged and fully textured the character and made a waving animation to go along with it. Aside from the 3d assets for the game I also created a gameplay video clip using after effects to help the team get a solid visual insight for a gameplay possibility. I portrayed what the stranded “mission” gameplay could be like by animating various 2d representations of the models that would be within the game and all interactive. Within the video were all the gameplay elements such as the power ups for the drone such as shields and fuel in order to help it navigate its way through the asteroids and collect the astronauts. The research from the team members beforehand helped me to create this. All my CG assets would not have been as easily produced and implemented were it not for the strong collaboration of ideas brought forth by all departments. The Technical issues After working with the Drone we realized it only had a battery life of 12-15 minutes. The battery itself can take between four to five hours to charge on a good day. These factors contribute significantly to the replay value of all three game concepts. It was then brought to our attention by the Technical Lead that the SDK for the drone had expired and was out of date. The SDK for development had expired in 2009 meaning there is no support even from the developers of the AR Drone. SDK definition- Software development kit This is what the Technical lead needs to convert the software from one platform to another. This part was vital as we needed the SDK to make our software (game) compatible with the hardware (Drone), as this is out of date and no support is given we could not progress further with our concepts. We then decided to drop making a program for the Drone and opted to make a simulated version of the Drone games. Unity was the game engine that I decided to use mostly because of the portability option on different devices by using the same code and the programming language used is C#. The programming parts that I accomplished for the application of drone were several. To begin with single player and multiplayer game modes were implemented. The warehouse maps have 50 spawn points where rings, meteorites or power ups are randomly appear. So the game experience is unique for each game. On the single player mode, the player is navigating around the map and the asteroids and gets familiarized with the controls. Since the game is about the AR Drone parrot, I replicated the exact same controls, as controlling the real device has. Consequently, the only difference is that the control is used is not the real one, but one on a mobile device screen with the same output, as an augment reality application. On the other hand, on the multiplayer mode players can compete each other by using different devices. For example, one player can use an android device while the other one an IOS such as an iPhone mobile phone.
  • 16. To top up the fuel tank the player needs to go back to the landing or get the appropriate power up. The drones also have a health bar which decreases while they take damage from other drones bullets. Also a distance interaction mechanism is applied which detects if the drones are in collision distance with meteorites or other drones and blinks red to warn the players. The drones have three cameras, two which are identical with the real drone device, one at front and the other one at bottom of the drone and also an extra third person view camera, like watching the game from a distance. Finally, drone bots with AI (Artificial intelligence) are under development. These bots there will be able to recognize where the rings and the player are and challenge the player while he plays. On the multiplayer mode two to four players can be connected by using different colours, four maximum and choose buy this their drone skin. The colour that are available for the player to choose are red, green, blue and yellow. The game can be developed on three different game modes between battle mode, collect the ring mode or rescue mode. As described above the game modes are three in the number and more specifically the battle, collect the rings and rescue modes. At the battle mode which is similar to one of the modes of the drone, a cannon and the players fight to each other and winning is based on a killing score system. The one with the more score wins the game. For the collect the rings mode, which the map generates at random positions 10 rings but only one is active at each time. Players compete and this one that passes the most rings first is the winner. Each time a player pass a ring the ring is getting disabled to the others and the next ring becomes active. Also on this game mode the drones have cannons to shoot the opponents and when player dies, spawning back to the starting position is available. For the last game mode players must find and rescue first the astronaut which will be randomly generated on top of one of the asteroids and bring him back to their landing pad. The game also includes five different power ups: • The shield, which makes the player invisible for a short period of time. • The fuel that refuels the player’s drone without needing to go back to the landing pad. • Bullet that gives mode damage to the player’s cannon. • Timer • Score Multiplier • Bullet that gives mode damage to the player’s cannon. • Timer • Score Multiplier At this part the basic characteristics of the drones are summarized. Some of the game modes have a fuel system that decreases as long the player moves. Participants AR Drone has wide range of users. Definitely, few people of each target audience should be involved in testing. According Jakob Nielsen’s research, five participants per one test is the most effective ratio of the quantity and quality. That is why it was decided to study the five users with the most common level of experience. According our researching, we can make a conclusion that intermediate and advanced experienced are the most common types of users. Moreover, it is undeniable that all difficulties, which met these users, also are relevant for other types ones. Participants will be selected by criteria, which are relevant for study group. Tasks -Introduction (2 minutes) The introduction explains the process of testing and privacy policy. Also, tester will answer on participants’ questions. Evaluation Testing of Information Architecture Prototype
  • 17. -Test (5-10 minutes or less) The test sheet included 4 tasks. During the process participant could ask a tip. Whole range of tips is explained in section “Metrics”. The original task sheet is available from link below. -Comments (2-5 minutes) The participants was suggested to leave some oral or written comments about the test process and AR Drone game. Metrics Quality of task success was developed according Russ Unger and Carolyn Chandler method Difficulty (evaluated by participant) Clarity (evaluated by participant) Materials During the evaluation following options were used: Hardware - MacBook Pro 15` Software - Ezvid - Questionnaire of test Quality of answer Percentage rating Correct answer Level 1 tip Level 2 tip Level 3 tip/ Fail 75% 50% 0% Level 1 tip Tester answer on participant’s question without additional information. Level 2 tip Tester give a hint to participant Level 3 tip Tester give a direct answer on the participant’s question. Participant looks frustrated. In real live will give up this task. Testing of Information Architecture Prototype Procedure The participants were invited to play the AR Drone game prototype. After that, participants were asked answer the questions and provide feedback about game concept. Results The results of IA testing. All participants noted that IA is very user-friendly. They didn’t meet difficulties during the test. Results Strongly Disagree Strongly Agree Strongly Disagree Strongly Agree Strongly Disagree Strongly Agree
  • 18. Strongly Disagree Strongly Agree Strongly Disagree Strongly Agree Strongly Disagree Strongly Agree Strongly Disagree Strongly Agree The results of prototype testing.
  • 20. Game Design Summary This game was designed as a simulator for the A.R. Parrot Drone. The premise of the game was for players to navigate an artificial drone through a simulated asteroid field. The final result is an alpha demo with free fly and multiplayer mode. Gameplay The goal of multiplayer mode is to eliminate all the other drones in the area. Asteroids spawn randomly in the area to create a unique environment each time a server is created. Power up items also generate randomly amongst the asteroids, players must navigate without colliding into asteroids or the arena in order to outwit rivals. At this point the drone is only equipped with a standard laser cannon. Mind-set As in all death match or competitive arenas, players should be focused on surviving whilst trying to rack up a score by hunting down rivals. Top scores are awarded with points and graphics that they can use to publish online to show off their skill. In single player modes players will find themselves focusing more on their flying abilities, using their skills in a less hostile environment, this version of the game requires a more relaxed state of mind, focusing on feelings of personal achievement. Screens (Alpha version) Title/loading menu- This is a simple graphic illustrating the potential action, with the Kingston logo. Main Menu- This screen displays the following options 1. Single Player 2. Multiplayer 3. Options 4. Credits
  • 21. Single Player At this point in the demo players can only fly around an arena with randomly generated asteroids. These are three single player modes planned for future development. 1. Time trial: Players must navigate the asteroid field and fly through rings against a clock. Players would play against the bot Drones for added computation. 2. Asteroids: “survival” Like the popular game from the 80’s, this mode would have players fighting off waves of incoming asteroids, the waves would become harder and faster. Fuel and ammo would be limited thus players would have to use their resources wisely. Players will have to think quickly in order to survive. 3. Search and rescue: Players must search for lost astronauts amongst the asteroids. Finding them rewards the player with items needed to continue the search. Astronauts like asteroids are randomly generated. This game mode focuses on the micro adjustment control of the AR drone. Multiplayer menu This is where users can create or join a game over local WIFI, as the demo is still in its Alpha state the only options available are: 1. Drone colour red, blue, green & yellow. 2. Create or join game. Options to be added (not in Alpha version) 1. Game type/mode select: game modes include Race and death match. 2. Level select: choose which arena you would like to play in. Options menu 1. Drone control options, players can adjust the drone response to control input much like the real thing. (Not available in alpha) 2. Camera mode, players can change the camera mode to 3rd person
  • 22. Credits menu 1. Static image displaying a list of names with their respective roles during development. Controls and interface The AR parrot drone is controlled by using touch screen technology, it is supported by iOs and android devices. The interface was kept as accurate to the original as possible to create a more realistic simulation experience. Left side of the screen: is an analogue control using the left thumb to move the drone forward, backward and pitch left/right. Used for navigating the drone around obstacles. Right side of screen: (no analogue graphic) using right Thumb to control the altitude and yaw movement, used for navigating the drone around obstacles. There is a graphic representing the fire button for shooting (in specific modes, death match and survival), this can be toggled on/off buy holding down or tapping. Shooting can be done whilst controlling the altitude and Yaw at the same time. This action causes damage to rival drones and destroys incoming asteroids in survival mode. Bottom centre of screen: Like the real drone, there is a graphic representing the take-off and landing. This button is used to start and finish a game. The game only starts when the player taps the take-off button, until that moment the game is in limbo. When player lands in the designated are or landing pad an assessment screen displays various information about the players progress (not in Alpha version). Top right of screen is a graphic of a camera. Like the real drone, players can switch between front and bottom cameras on the drone. Downward facing camera can be used to help land or pick up items in the arena. and camera pitches/tilts slightly. Thus the players would have to be still in order to aim accurately. When movement input is stopped the drone automatically stabilises itself into a hover. As in real life if the drone collides with an object, players can expect temporary loss of control before the drone corrects itself. The asteroids in this demo do damage to the drone if contact is made; constant contact with asteroids will lead to player death. The HUD flash red when player approaches within the contact zone of asteroids. If the drone makes contact with the arena walls a bounce effect happens (like in real life), temporally disabling the drones controls leaving the player vulnerable to attack or collision. Thelasercannoncanbeusedtodisablerivalplayersordestroyasteroids (not all). If player takes incoming laser rounds their energy empties, once the drones energy hits zero it falls and explodes.Players can also collide with each other causing instant death. Finale User interface design. Mechanics The mechanics of the drone game are focused on the realism of movement. As this is a simulation attempt, creating the movement and physics of the drone is the focal point. When the drone moves forwards or backwards, left or right the model
  • 23. Game Design The Warehouse: As the real drone needs a lot of indoor and outdoor space to function it made sense that our drone simulator should take place in a virtual Ware house. Due to time constraints further levels could not be developed. As this is an alpha demo there are no lighting effects. The warehouse is empty with simple graphics to represent what the finale arena could look like. When a game is started up-to fifty random objects are spawned, each time creating a unique level. The randomness ensures that no two game states are the same, keeping each replay unique. This helps to keep the players entertained and removes the “repeat” play games can have with static levels. 2. When server is full countdown begins. From 5 seconds. The then round countdown timer begins starting at five minutes. Players must then hit the “take off button” to start. 3. Players must destroy each other by any means possible, whilst making sure not to get eliminated by other players themselves. Asteroids will provide cover and danger to players. The area walls do no damage to players but will temporally lose control if contact is made. 4. The player with the highest score at the end of the round is the winner. Scores are displayed as Kills/ death ratio. 5. And repeat. Game Flow (Multiplayer demo) 1. Player starts on launch pad. Players cannot move until the server has filled up with predetermined amount of players 2-4. Asteroids have spawned already. Power-ups not available in Alpha version. Four players Multiplayer across platform, iOs and android
  • 24. Abstract classes/components. Base Physics: 1. Player 1 controls his/her drone with touch screen devise Android or iOs 2. NPе (Bot), computer rivals to practice with (Not in Alpha version) 3. Up to 4 players online, ad-hoc or local Wi-Fi 4. Power-up 5. Asteroids 6. Astronauts (Not in Alpha version) 7. Warehouse 8. landing pad, red, green, blue and yellow (multiplayer) 9. Landing pad white (single player) 10. Ring (Not in Alpha version) Base Obstacle: 1. Laser: cause damage to you and enemies. Five hits to kill. Kill = 1 point Death = 0 2. Asteroid: Causes damage to drones on contact five hits = death and +1 death point 3. Warehouse walls/ roof: collision = drone spins between 180 and 360 degrees, drops a short distance but no damage taken. 4. Warehouse floor: collision = death and +1 death point 5. Enemy drone: collision drones fall to the ground see above (no.4) 6. Landing pad = safe Derived classes and component compositions: 1. Base Player: drone has 100 life energy, when life reaches zero death animation, drone spins, falls and explodes. Death point +1 and leaves behind energy recharge power up 2. Base rival: drone has 100 life energy, when life reaches zero death animation, drone spins, falls and explodes. Kill Point +1 and leaves behind energy recharge power up 3. Base object: laser collision = -20 to life energy. 4. Base object: power up collision = +40 to life energy 5. Base object: Asteroid collision = -20 to life energy death = +1 death point 6. Base obstacle: Warehouse walls/roof collision = Drone spinning and falling a short distance towards floor. 7. Base Obstacle: Warehouse floor collision = Death and +1 Death score. Graphic The graphics for the drone are simple vibrant colours, this help the player to identify friend or foe. Drone colour models are Blue, Red, Green and Yellow. Simple Lighting and shadows are used to highlight movement and depth of filed. Textures are used to create the illusion of physical material. The Ware house is textured with a brick wall graphic, the floor a concrete graphic and the roof uses a corrugated iron graphic. These graphics help to define the virtual space as a warehouse. By todays modern gaming standard this would be considered the standard design for a warehouse and many examples can be found in almost every action game available. Asteroids are textured to look like they are a heavy mass of metal and rock. These large robust floating rocks emphasize the fragile nature of the drone model. When the Drone approaches with in the hazard zone of the asteroid the H.U.D flashes red, to indicate to the player that danger is emanate.
  • 25. Finale interface concept design The concept of Interface graphic design was inspired by two different graphic features. On the one hand, the visual qualities of 3D graphic provide style of classic computer game. For example, using 3D images and complex color scheme.On the other hand, modern visual movements of applications for mobiles phones and tablets have light, laconic graphic without excess details. Both of these characteristics were combine in uniform images, which have complex color scheme and 3D objects, but maintain concept of “light” graphic design of applications. Also, the “space” theme of game concept was reflected.
  • 26. Sound Drone Sound affects files (not in alpha) 1. Drone start Up 2. Drone Hover idle 3. Drone move 4. Drone damage 5. Drone collision 6. Drone Engine fail 7. Drone gun fire 8. Pick up object tone 9. Warning alarm Ambient sound affects files (not in Alpha) 1. Bullet impact 2. Asteroid collision 3. Asteroid explosion 4. Impact collision 5. Item location sound 6. Item pick up Menu sound affects (not in Alpha) 1. Menu select. 2. Music (minimal tchno) Team David Scadden – Design Lead Anne David – UX designer Alexandra Andrukhovich – UX designer Haris Kapagiordis – Programmer Michael John – 3D Artist Victoria McIntyre – 3D Artist