Devices

We love technology – when it helps us connect with you, the player.

We want you to see and feel and hear fantastic things. To make this happen, we learn new immersive technologies and master ever more sophisticated game platforms. Like mobile, VR and mixed reality.

But communication is two-way. It isn’t enough that you feel the game. The game must feel you. To do this, we incorporate a variety of advanced technologies and novel sensors that allow you to play in the world – not just observe it. We adopt these as they are developed, and we have developed our own unique sensor technology.

Motion Controllers

Our production facility includes a 12-camera 24 cubic meter motion capture volume. Using this technology, we have developed unique workflows to create lively characters and moving content. It has been a launchpad for new motion control technologies.

Commercial Sensors

We were early adopters of the Nintendo’s motion-sensing Wii-mote, and used it to develop novel health games.

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Microsoft identified GamesThatWork as an innovative indie studio. (They selected fifteen worldwide) They supported our exploration of the potential of the Kinect full body sensor in the year before it was released.

Since then we have explored new sensing technologies. We explore the sophisticated sensor array of the HoloLens as well as other approaches to mixed reality.

Mobile Devices

At the same time, we are exploiting the sensors of the ubiquitous mobile device. These include not only the device’s inertial motion package, but also its protean selfie camera. The cameras offer great unrealized potential for sensing the player.

This tech demo for a Kinect bellydance game is driven by motion capture. The dynamics of the coin belt results from a coin-by-coin realtime colliding physics system executing on GPU shaders along with the rendering code.

The Instrumented Toothbrush

Brush Up is a toothbrush training game that teaches the sophisticated Bass-Stillman technique. To help kids learn, we wanted a sensor that would precisely measure the child’s toothbrush performance. We needed a toothbrush with accelerometers and gyroscope and Bluetooth connectivity.

After building and user-testing a series of handbuilt prototypes, we finally had a design, BOM and Gerbers for an instrumented brush that could retail for under $45.

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