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The Design History and Process of The Channeler

The Design History and Process of The Channeler

Greetings! My name is Raymond Ng, Technical Designer/Art Manager on The Channeler and today, I’ll be discussing the design process that the team went through from January to July. As you’ll see, video games undergo tons of iteration and design, and this game is no different. The final product you see on our site is very different than what was initially pitched.

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In-Editor 3D Heat Map in UE 4.10

In-Editor 3D Heat Map in UE 4.10

Introduction:

For the game “Channeler”, our main focus is on innovative gameplay mechanics through the use of eye tracking technology. This unique peripheral provides a challenge for both designers and programmers. The former deals with its own unique challenges worthy of their own post; my main focus therefore will be with the programming aspect as a result.

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Designing with Peripheral in Mind

Designing with Peripheral in Mind

Because the Tobii EyeX is an eye tracking advice, the design team wanted to ensure that every game mechanic created in The Channeler would be centered around the eye. Learning about the eye was key. The eye does not move smoothly, but instead jumps from place to place rapidly. Things must happen swiftly and suddenly in order to create challenges. Eye strain can also be an issue. So we must ensure that the eye is not overstimulated for too long. These are just a couple of the relevant challenges in our design process.

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