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EyeToy: AntiGrav - Tales of Woe
Price $5.95
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SKU GDC-05-093
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EyeToy: AntiGrav - Tales of Woe,
4057

Programming, Lecture

Eran Egozy
CTO, Harmonix Music Systems
At the 2003 GDC, Sony asked Harmonix to create a new game for the EyeToy. SCEE's EyeToy: Play had introduced camera-based gaming with a collection of fun, but shallow, mini-games. Harmonix's goal was to create a deeper experience in which the player would feel fully immersed, controlling the main character by intuitive motions of the head, body, and arms. This presentation describes the development of the camera control system in EyeToy: AntiGrav and how it influenced other game systems such as character animation and level design. The woes of finding fast, reliable solutions to head tracking, hand tracking, and trick gesture recognition are discussed. Critical decision points in the R&D process are identified and analyzed with the benefit of hindsight. A technical description of several failed tracking efforts, as well as the shipping solution is presented.

Attendees learn about the camera-based control systems used in EyeToy:AntiGrav, the mistakes made and lessons learned from developing these systems, and how this development influenced other game systems and game design.

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