The class will break up into four teams each making a simple, impressive, engaging AR game by the end of the quarter that leverages the affordances of the Hololens. You will get your games into conferences and festivals. This is how you'll do it:
1) You'll get a bunch of small yet engaging toys working in Hololens. Fail fast and fail often in the beginning. Most hologames suck so expect a lot of challenges. Stay loose and keep creative.
2) You'll take the most compelling toys and turn their affordances into game mechanics. Don't over-scope here. You're just making the toy feel as fat and fun as possible.
3) You'll flesh out clear and evocative contexts and challenges around the most promising mechanics. Imagine what will WOW festival-goers in 60 seconds. That's it. SHORT. IMPRESSIVE.
Be creative. This is a NEW ARTISTIC MEDIUM. YOU ARE A VISIONARY AUGMENTED REALITY GAME DEVELOPER WHO WILL MAKE HISTORICAL WORK.
DUE TO THE INHERENT CHALLENGES TO AR / HOLOLENS DEV, SCHEDULE IS SUBJECT TO CHANGE AND FURTHER DEVELOP DURING THE QUARTER. Once the basic premise and ideas of the games are established the schedule will adapt and become more fleshed out to best guide and teach each team.