Collaboration based physical game.
RISD advance studio
As enthusiasts of both video games and toys, Charlie and I were deeply fascinated by the playfulness of these entertainment mediums. Ballbit Adventure is our attempt to create a playing experience that takes inspiration from modern cooperation-based video games while featuring the physicality of a tangible toy.
This project was made in a class called Ai Smart toys taught by Stefania Druga. Our project was late featured in the CHI PLAY 2019 conference in which Charlie and I wrote a research paper discussing the goal of our design. For detailed documentation of this project during the class clicked the left button below. For CHI PLAY 2019 interactivity track paper click on the button on the right.
CHI PLAY 2019 showcasing Ballbit adventure
The following video documents the development of Ballbit Adventure.
The initial development stages of our game consist of many prototypes and test models to communicate the feeling players are expected to feel as they play the game. Our first demonstration prototype is called Ballbit-racing adventure, in which Charlie and I made a quick foam core model to demonstrate the basic concept of our idea. In this game the logic and mechanics are simple: three players must control their own cars and maneuver through a series of obstacles to reach the finish line. Players must work in with one another since every car must reach the finish line. Images below show the mockup model.
In addition to the foam core model, we made a quick trailer video to demonstrate our idea in greater detail.
Attachable module prototype.
After listening to the feedback on Ballbit racing adventure, we realized that it is necessary to allow for customization of the cars and the tracks, as the capacity for customization is what empowers players to be more creative and involved in the game. To help us further develop our concept, Stefania introduced us to a bunch of preprogrammed toys. Charlie and I had our eyes on a toy called Sphereo, which is a controllable ball that has a lot of potential for customization.
Using a Sphero:
These are some potential ideas for adding modules to the robotic ball Sphero, the spherical quality really served our purpose. After we decided to use Spheros in our game, the next step is to design some tracking for the Shperos and the modules.
From potential obstacles to stations where the Spheros can attach modules, Trackings are a big part of the play experience. We begin by prototyping interesting contraptions that the Spheros could interact with. Images below show a few examples we explored with.
These videos below show how some of these prototypes work.
After exploring with simple foam core prototypes, we felt that we were at a good place to start making a more resolved version, in which every is more rigid and refined. We wanted to make different modular levels with each level containing at least two floors, one for obstacles, one for resetting/restarting. We also wanted these levels to stack on top of each other since moving from bottom to top seemed to us to be a logical advancement. We used Solidworks to map out the dimensions of each level and created templates to base our models around.
We used 0.25 inches birch plywood to construct this prototype. He are some wood working process we went through.
Assembling level 0, 1 and 2.