ICYMI: Theater headset, robot plumbing snake and more
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Today on In Case You Missed It: A new visor headset that can be worn on the go yet replicate watching your favorite show in a movie theater is out for about $700. The only downside: Looking like you don’t know how to wear headphones. MIT has a new microscope to show chemical processes in real-time video, on an atomic scale. Meanwhile your resident plumbing expert will want to know about the new laser-wielding robot snake from OC Robotics.
We also briefly cover the video that teams drones with dancers for a funny take on the standard dance performance.
If you see any interesting science or tech videos, please share with us! Just tweet us with the #ICYMI hashtag to @mskerryd.
The future of fitness might be a VR-friendly exercise bike

To the casual observer, my morning with VR startup VirZoom was spent peddling like a madman with an Oculus Rift strapped to my face. My experience was a little different; far as I was concerned, I was atop a majestic Pegasus snagging coins out of trees in a verdant valley. The folks at VirZoom believe virtual reality doesn’t have to be experienced on foot or on a couch, so they’ve made a $249 stationary bike (now up for pre-order) to help make exercising less tedious and more awesome.Slideshow-349083
The Massachusetts-based team has been at this for a while; they showed off a prototype at this year’s E3 that put users on an actual road bike. The plan at the time was to build a sort of modular, bring-your-own-bike system, leaving users to steer around virtual worlds by turning the handlebars. Eventually, though, the team ditched all of that and built a custom stationary bike laden with sensors and buttons and thumbsticks on the handlebars. That modularity angle still sort of exists, though: VirZoom’s software plays nice with the Rift, along with Sony’s as-yet-unreleased PlayStation VR headset (which sadly wasn’t working when I went to play with it). They even claim compatibility for HTC’s Vive and its room-scale approach to VR, though we’re not getting our hands on that anytime soon.
So, how does all of this actually work? Once you’re strapped into a headset and seated on the bike, you’ll spend most of your time leaning from side-to-side to navigate menus and peddling to jump into games. Speaking of, the software line-up is pretty limited so far — the launch bundle comes with five games, and you’ll have to pay $9.99 a month to access your fitness data, multiplayer modes and updates for those existing games. The first month of that Plus subscription services comes free and you’ll almost certainly need it, too. The pack-in games, while surprisingly immersive, feel more like quick, arcade-y hits than anything else.
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Consider Pegaso, the game I spent the most time with. Leaning my body left and right steered my winged steed and pumping the bikes pedals enough made it leap and soar through the air. Cruising at high altitudes over a valley felt amazing (even though I was damned sweaty at that point), and slowing down to drop into the treetops and snag a coin quickly became second nature. That’s it as far as gameplay, though — it’s pure time attack, leaving you to collect coins and apples to prolong your flight time until you get tired of it. Another pack-in game has you astride an earthbound horse, racing down the dusty roads of a frontier town lassoing bandits.
This one’s a little more complex and makes use of the handlebar buttons to snag varmints who keep getting faster and faster. Make no mistake: at higher levels (or with the bike’s tension turned up), you’ll be drenched. Slightly bored after a while, but drenched. Co-founder CEO Eric Janszen was quick to point out that games can be created widely used Unity engine, and that there are already a few other titles in the works.

While generally pretty neat, VirZoom’s method of motion tracking isn’t ideal for every situation. One of the launch titles puts you in the driver’s seat of a high-performance car on a loopy track; leaning side-to-side steers the car while a button on the handlebars switches gears. If that sounds like no car you’ve ever driven, well, you’re in good company. The fun of lead-footed starts off the line soon gave way to physical confusion — my big clumsy head and the camera tracking its motion didn’t come close to replicating the precision of a steering wheel, or even a traditional handheld controller.
So yes, the VirZoom setup is far from perfect. It is, however, a surprisingly effective way to make exercise feel like anything but. I’ll report back once final units start shipping to the masses, but those of you mulling a purchase might want to take the plunge soon — the first 300 bikes are going for $199 instead.
Samsung Pay works with 19 more banks in the US

Samsung has signed a deal that’ll get its smartphone-based payments system accepted with 19 more banks in the US. The agreement means that you’ll now be able to use your Galaxy smartphone as a substitute for a PNC Visa and KeyBank MasterCard credit and debit card. In addition, the partnership means that plenty of regional issuers are now signed up, including TCF Bank, Utah Community Credit Union and USC Credit Union. If you’ve yet to make a splash into the realm of Samsung Pay, you’ll need to grab a Galaxy S6 variant or a Note 5 and download the app from Google Play and dash to your nearest franchise coffee house.
Source: Samsung
Our Google searches are defined by tragedy and entertainment

Nothing signals Christmas like Google’s year in search lists, and this year it’s gotten a lot more visual thanks to the search giant’s fledgling News Lab and Trends. Sadly, the most-searched topic globally in 2015 was terrorism in Paris, thanks to the January Charlie Hebdo and November 13th attacks in the French capital. Together, the two incidents resulted in 900 million Google searches, over twice as many as the next most-sought event, the Oscars. Rounding out the top five topics were the cricket and rugby world cups and Star Wars.
https://www.google.com/trends/2015/viz?embed=true
Google Trends created a global timeline of major events (above), with a circle representing the number of searches and a graph showing when they happened. Clicking a circle takes you to an interactive trend chart — with the Paris attacks, for instance, you can see when different countries started searching topics and the questions they asked. French users searched immediately with questions like “what is a state of emergency?” and “who are the terrorists?” Queries then spread to Berlin, London, New York and Tokyo, with Google highlighting universally asked, common and unique questions posed in each nation.
For the Oscars, Google showed the level of search interest in different films, with Birdman seeing a large spike after it won the Best Picture Oscar. It also highlighted Oscar search interest by country, with Ireland, Norway and Columbia (oddly) topping the lists. Similar information is also displayed for the Women’s World Cup, Star Wars and Queen Elizabeth’s longest reign. For the Nepal earthquake, Google features a before and after Maps splitscreen image showing the devastation.
Many users no doubt discovered these stories from social networks like Twitter, but then turned to Google to unearth more details. The extra data revealed this year by the search giant should help journalists, researchers and marketers to study trends across the globe. We hope that next year will be less tragic, but we’d imagine that US elections will dominate search in 2016. A wrap-up of 2015, featuring Caitlyn Jenner’s touching Arthur Ashe awards speech is above.
Source: Google
Adobe Lightroom for iOS brings another desktop tool to mobile

Adobe continues to make its mobile photography apps more powerful, and a new update for Lightroom mobile on iOS delivers more of that. Leveraging another useful feature from the desktop, you can now employ a Point Curve mode to make adjustments in the Tone Curve and Split Toning tool. In other words, you now have more control when you add a tint or tone to the shadows and highlights of an image using Split Toning, for example. Lightroom mobile also allows you to “shoot through presets” now, too.
You can see what an image would look like with one of the app’s filters applied before you even take the photo. Snapshots captured this way are non-destructive, so you’ll always have an unedited original to work from.
Adobe already updated a few of its Photoshop iOS apps to play nice with Apple’s new super-sized slate, and it’s doing the same for Lightroom mobile. With the latest version of the photo-editing software, you can take advantage of the iPad Pro’s expanded screen real estate to do some multitasking and enjoy the perks of iOS 9 on other devices. If you happen to have one of Apple’s other new gadgets that feature 3D Touch, you can launch Lightroom’s built-in camera by pressing on the app’s icon. The in-app camera is accessible from the Notifications Center thanks to a handy widget.
Source: Adobe
Jeb Bush has strong feelings about the Apple Watch

Republican presidential candidate Jeb Bush is open about being an Apple fanboy, but now we know that he’s got the same love/hate relationship with the Apple Watch that many others have. In an interview with Business Insider, the politician reveals that the device is “not as intuitive as the other Apple products,” adding that it “takes a lot more work.” In addition, John-Ellis (for that is his name) threw shade at the wearable’s battery life, saying that it “gives out too quick.”
Bush is the third member of his family to campaign for the highest office, but the first that’s seemingly clued-up to technology. He admits that he’s no expert, saying that he doesn’t have the time to learn how to use all of the Watch’s features, but concedes that it’s cool. The website also asked the figure to reveal his most-used apps on his iPhone, which included CBS Sports for his fantasy football draft, Kindle for reading and Kayak for managing his schedule.
A campaign video from summer revealing his love of all things Apple
The politician’s recent history of tech isn’t the greatest, after his experiment in email-based transparency turned into a privacy nightmare. To cap it off, his campaign also managed to score an own-goal by not registering JebBush.com, which was subsequently hijacked by one of his rivals.
Despite this, Bush was a high-scorer on our recent guide to the candidates on tech-relevant issues, scoring a B+. He was praised for his considered opinions on immigration reform, climate change and evolution. Unfortunately, the figure also said that the latter subject shouldn’t be taught in schools and is an outspoken critic of net neutrality laws. Shame.
Source: Business Insider
IBM Releases 100th MobileFirst for iOS App, Expanding Suite to iPad Pro
IBM today announced that it has released its 100th MobileFirst for iOS app, fulfilling its goal set in partnership with Apple. The made-for-business apps are used by enterprise customers across 14 industries and 65 individual professions, including wealth advisors, flight attendants, first responders, nurses, retail buyers and more.
MobileFirst for iOS apps include Advisor Alerts, Asset Care, Hospital RN, Passenger+, Sales Assist, Sales Consult, Train Tickets, Traveler Care and dozens others, used by clients such as Abu Dhabi Islamic Bank, Air Canada, AXA, Bosch, Coca-Cola Amatil, Japan Post, Rimac, SAS and Vodafone Netherlands.

IBM also said it is developing MobileFirst for iOS apps for iPad Pro, which will take advantage of the 12.9-inch tablet’s expanded power, performance, larger screen size and iOS 9 multitasking features. Apple Pencil’s precision and functionality will enable enterprise users to design and layout a room, log transactions or annotate maintenance logs.
Apple and IBM announced an enterprise partnership in 2014, released the first ten MobileFirst for iOS apps at yearend and have launched new apps periodically since. MobileFirst for iOS apps are designed in a secure environment, and can easily be deployed, managed and upgraded through IBM cloud services.
Apple and IBM list all of the MobileFirst for iOS apps on their websites.
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Paid ‘Destiny’ level boosts promote progression over experience

When developers Bungie and Activision released their biggest-ever paid Destiny expansion, The Taken King, it signalled a return to everything that made the game great. It appeared that both companies had addressed nearly all of the suggestions the Destiny player base had put forward, which included the re-introduction of the all-important six-player raid.
Since the expansion’s debut in September, however, Bungie has also slowly introduced additional, paid mechanics. So far, they’ve been designed to augment players’ characters but not detrimentally affect gameplay for those who choose not to buy them. But as Christmas approaches, new upgrades have hit stores, and the Destiny community is up in arms about them.
The items in question are Level 25 Upgrade Packs: $30 (£25) digital add-ons that can be applied to any Destiny character class (Hunter/Titan/Warlock) to instantly level them to Level 25. The Taken King lets players to rank their characters up to Level 40 and continue building them up by increasing Light levels via armor and weapon upgrades.
Bungie included one of these level boosts for free, called a Spark of Light, if you bought The Taken King: Legendary Edition. It was basically there for people who had completed the previous Destiny expansions with one character and wanted to rank another of their alternative classes quickly in order to better tackle end-game content.

With The Dark Below, House of Wolves and The Taken King expansions now awaiting new players, it’s likely that Destiny will see a healthy boost in sales ahead of Christmas. Bungie believes that some will want to forgo the grind and pay more money to bypass some of the early content. If you bear in mind that The Taken King, which includes all of the previous expansions, currently costs $30 at some retailers, new players will effectively be buying the game twice to activate a one-time level-up.
There is a reason for the cost, though. If the upgrade is priced too low, lots of people will buy it and the players who properly leveled their characters would feel shortchanged. With a high price, it will likely be reserved for day-one Destiny players who no longer have the time or inclination to play through the earlier content again, or newbies who no idea what they’re doing.
If new Destiny players decide they want to pay to level, they’re not only losing out on the fun, but Bungie is basically saying that it’s cool not to go back and play through earlier parts of the story. Granted, the first year of Destiny lacked direction and an overall narrative, but if you wanted the best directional jump, maximum agility and shorter recharges for your super ability, playing the early-game content was how you opened them up. Instantly ranking to Level 25 gives you subclass infusions and telemetries, so there’s no need to play the whole thing through.
Bungie recently reduced the amount of XP that players earn from Weekly Nightfalls and bounties. That makes levelling characters slower, which in turn leads gamers to question developer intentions. When a paid upgrade for quick progression suddenly appears after the speed of progression is slowed down, you can understand why.
With no major expansions on the horizon, Bungie and Activision need a way to keep Destiny gamers active while they work on future updates. Sparrow racing and free timed events are likely to replace paid upgrades, so they’ll need to recoup money elsewhere. Microtransactions help, but so do costly level boosts that incentivize players who value progression over experience.
Via: US Gamer
Source: Xbox.com, PlayStation Store
Sundar Pichai talks new internet initiatives for India

Google’s Sundar Pichai has been in India this week to host the “Google for India” press event. The tech giant has just announced that it will be starting up a number of new initiatives in the country, including public WiFi initiatives, country specific service optimizations and additional development taking place in the country itself.
To start with, Google announced new plans to increase its engineering presence in India with a major expansion at its Hyderabad campus. The company says that the expansion will be working to bring all Indians online. Google is also launching a program to train two million new Android developers over the next three years and will be working closely with 30 Universities across the country to offer courses.
As part of its efforts to tailor services specifically to Indian consumers, Google is also planning to further improve support for 2G connections. Google already introduced its “lighter” search results for mobile this year and the Android Chome browser was also recently updated with an improved Data Saver mode. Google Maps and Youtube also now have offline modes, which is certainly useful in patchy or slow network areas.
See also: Google Maps offline navigation and search now in India
Also, Google’s big announcement was that the Mumbai Central will be the first station to come online as part of its program with Indian Railways and Railtel to offer free WiFi inside railway stations. The plan is to have 100 additional stations up and running by the end of 2016, which should better connect the 10 million commuters who pass through these stations every day. Google is also planning to expand its rural internet bike initiative with Tata Trusts, with hopes to reach 300,000 villages nationwide within three years.
India has been a key market for Google in the past and is becoming increasingly important as more and more consumers jump online. Google seems to be making every effort to foster a positive early relationship with India’s ever growing online audience.
Level design in mobile games – how developers make their games fun

Great mobile game design is a little like a great film soundtrack – if it’s done well, you shouldn’t notice it. Unfortunately, this also makes it all too easy to overlook the amazing detail that goes into the best games and to take for granted subtleties like camera movement and gameplay mechanics.
This also means that when you come to design your own game, you may well be unaware of everything you need to consider to ensure a good experience for your players. Whether you’re a developer who wants some tips on good design, or you’re a gamer who wants to appreciate all the hard work that went into your favorite titles; game design is something worth reflecting on.
Ultimately, the smallest tweak can often the difference between a game being lots of fun or highly frustrating. Let’s take a look at what’s going on behind the scenes of some classic games and see what we can learn.
The tutorial level
Remember when computer games came with thick instruction manuals? Reading these tomes on the bus home was always part of the fun back in the days of the SEGA Genesis/SNES and is something many gamers recall fondly.
But things have changed and especially when it comes to mobile games. Android games are downloaded from the Play Store, so there’s no option to include a booklet. And the last thing anyone wants to do before diving in is sit and read a bunch of in-depth instructions on their phone screens!
Good tutorial levels shouldn’t need dialogue or explicit instruction to guide the player but should instead should teach the rules implicitly.
This is where the ‘tutorial level’ comes in. The purpose of a tutorial level is to teach the player all the basics of the game before they go up against any significant challenges but this needs to be done in a way that’s still fun.
Good tutorial levels shouldn’t need dialogue or explicit instruction to guide the player but should instead should teach the rules implicitly. This all comes down to level design, which can be used to encourage certain interactions while also directing attention in specific directions.
One particularly popular example used to illustrate this point is the classic Super Mario Bros. World 1-1. In this thoughtfully designed opening level, the player is presented with a large amount of space to their right, which indicates clearly which way they’re supposed to go.
Hmm… where to go?
After a couple of seconds, they’re shown their first enemy: a Goomba. They can deduce this is something they need to avoid by the angry-looking eyebrows and the fact it’s on a collision course with Mario. To evade the Goomba, the player needs to jump. They therefore can’t progress beyond this point without learning the main mechanic of the game.
Next, the player is likely to jump and hit the question mark boxes; the question marks themselves illicit curiosity. Upon doing so, they will release a mushroom and the positioning of the platforms ensures that it’s almost impossible for them to avoid picking it up (it drops down onto the player and if it misses, will rebound off the pipe to the right). Thus they get to witness their first transformation into Super Mario.

At this point, the player has learned:
- Where they need to go
- How to jump
- How to evade bad guys
- That question mark blocks contain items
- How a mushroom moves
- What a mushroom does
All of this happens without the player being explicitly told anything.
Another fantastic example of implicit tutorials is the game Portal, which is often praised for its design and intuitive method for teaching the player to ‘think with portals’. After initially introducing the portal gun, the game goes on to gradually introduce more and more elaborate scenarios and gradually show how the physics work. Only once the player is comfortable with how everything works, does it then introduce puzzles with escalating difficulty.
Watch the video below for more on this, but look out for spoilers if you haven’t played the game!
Of course these aren’t Android games but the same principles apply on mobile. Your objective as a game designer is to teach your player without necessarily telling them how to interact with the world you’ve created.
You might also want to introduce new obstacles and enemies in your game as the player progresses. When you do, make sure that you go through a similar ‘tutorial’ process each time you do and never assume that your player will inherently know how to interact with your spring, spikes or bad guy.
If you get this right, you can eventually string together a challenging sequence that tests the player on everything they’ve learned up to that point. This can be crazy rewarding because someone who hadn’t played through the previous levels wouldn’t know how to even begin going through that sequence! It’s almost like learning a whole new language.
The learning curve
So why can’t you just drop your player in at the deep end by presenting them with an obstacle they’re unfamiliar with and forcing them to figure it out?
Simple: it’s not fun.
This is why the learning curve in your game is so important. Some players like difficult games and that’s fine – but you still need to make sure the game is fun which means it needs to be fair and it needs to build up to the challenge.
Bullet hell games can sometimes throw a million missiles at you on a single screen and give you one life with which to survive the onslaught. But even the cruellest won’t make that screen the first screen.
We can actually relate this back to a psychological concept called ‘flow’. Flow is a state of mind where we are optimally engaged with the task at hand, resulting in improved attention, learning and enjoyment (I’ve written about the neuroscience of flow states or ‘transient hypofrontality’ here). Researchers generally agree that a task will be more likely to encourage flow if it presents just the right amount of difficulty – challenge that sits at the upper end of what the individual is capable of. Consider this image taken from lithosphere.lithium.com:
If something is too easy, it’s boring and if it’s too hard, we’re inclined to give up. But if it’s hard yet doable we’ll be focused and our brains will reward us with lots of dopamine (the neurotransmitter associated with anticipation of reward). Ultimately, our brains like games that lie just outside our comfort zones in order to trigger learning and create a sense of progress. We like getting better at things.
As a game designer, you need to maintain your players’ interest by keeping the difficulty at the right level as they improve at the game. Compare the first and last levels of Super Hexagon, one of the simplest and yet most difficult games on Android:
(The second video here shows Terry Cavanagh playing, who actually made the game).
You’ll probably agree that the last level looks nigh impossible. But by repeatedly playing the first levels and developing the necessary muscle memory, it eventually becomes doable… and the sense of reward you get upon completing it is incredible (I imagine…). Now imagine if that was the first level, how long do you think you’d last before turning it off?
The same is true for puzzle games. You need to ensure that the player is given all the necessary elements to solve the puzzle and that the number of steps taken to reach solutions increases gradually over time.
Keeping it fun
When you die in some games and have to do the level again, it makes you want to pull your hair out. Conversely, if it’s a game you really love then you might find the opposite thing happens: you’re actually excited to give it another shot and can’t wait to jump back in.
This is how I feel when I play Sonic Generations. To me, the levels in that game are such a rush that I actually feel disappointed when they’re over. They’re fast paced and constantly surprising and the action is never interrupted. I don’t mind dying and trying over because getting to that same point is still so much fun.
Another good example of this on Android is Shadow Blade. Shadow Blade is a game where you control a ninja and it’s fantastic at stringing together different obstacles in a way that allows a skilled player to move swiftly through the levels without pause. Not only does this allow for subsequent speed running but it also ensures that the game never feels like a chore to play.
The mistake that’s very easy to make here is to make the game punitive and actually dull to play as a result. Causing your player to get lost in a huge maze with no idea of where to go isn’t fun. Likewise, making them repeat the same repetitive action, or wait for a long time for an on-screen element to move also isn’t fun. Try to resist the urge to become sadistic in your level design and always make sure that maintaining the fun is your first priority.
A game that does this particularly well is Velocity 2x, which keeps the player constantly learning and never slows down the action. The creators, Futurlab, designed their levels around these concepts and they wrote an excellently insightful blog post on it here.
Empowering the player
Another way you can ensure your game stays fun is to empower the player. The way you do this is simple: by ensuring their actions have consequence on the game world.
Another way you can ensure your game stays fun is to empower the player. The way you do this is simple: by ensuring their actions have consequence on the game world.
This is something that one mobile game does particularly well. You may even have heard of it… it’s called Angry Birds.
The whole premise behind Angry Birds is that you need to destroy large structures using relatively believable physics. You release your bird and as a result you get rewarded with a ton of smashing glass, collapsing bricks and exploding pigs. It’s immensely rewarding because you can see the visceral impact that you’re having on the world and you feel crazy powerful as a result. The realistic physics are key to making this work.
In the game I’m creating at the moment – Captain Dude Lasers – you have the ability to turn into a laser and zap across the screen. I found that my testers enjoyed the moments where this caused lots of destruction so I threw in a ton of glass panes and destructible furniture to make that form feel really powerful and hopefully more rewarding. Fortunately, Unity2D handled the physics for me!
Physics also allow for something else: emergent gameplay. This is what happens when a bad guy accidentally strays into an area not intended for them and cause a ton of boxes to collapse which you can then run up to escape their gunfire. Emergent gameplay is when the physics, the game world and the player’s interaction allows for the creation of unique scenarios which allows the player to tell their own stories. This is the ultimate accomplishment of giving your player the ability to impact the world in a meaningful way.
This type of sandbox gameplay is something seen more often on consoles and PC than on mobiles however owing to limitations in the platform. Mobile games actually have unique potential to empower the player in other ways though thanks to the touch screen input and even the gyroscope controls. Smart Android developers have created games that connect the player to the action by letting them reach out and touch the various in-game elements, taking full advantage of the medium.
The Room is one such excellent example. This series lets you interact with things like boxes, tables and doors by swiping, twisting and turning your phone as though it were that item. It adds an additional dimension to the puzzles but it also helps the player feel like they’re really making an impact on that world. Games like this are brilliant for their mobile-first sensibilities, rather than trying to ape successful mechanics from different gaming eras.
Atmosphere and exploration
There are exceptions however where empowering the player is not the aim of the game. Some games actually derive enjoyment from stripping the player of their power and thereby creating suspense. This is that feeling that you get when you’re down to your last health bar, or when you’re walking down a corridor in Resident Evil waiting for those darn dogs to come smashing through the window.
It’s something that Limbo does fantastically well. This is a game that thrives on making you feel small, vulnerable, isolated and lost.
Creating atmosphere is great because it helps to transport the player to that place and gives them a sense of wonder and discovery. Conveying sense of place on a small screen with limited assets is a challenge but indie developers have come up with some fantastic ways of rising to that challenge. Often with minimalist approaches to their graphics.
Many games create a sense of place by using an almost impressionistic style – including just enough cues to suggest specific locations, times, weather etc. The soundscape is just as important here as the graphics. If you want to see a masterclass in this, then I highly recommend downloading Superbrothers: Sword & Sworcery EP which uses pixel art and surround sound to really capture a mood.

Discovering a new area filled with amazing sounds and a whole new aesthetic can work as an excellent reward and motivation to continue progressing through the game and is once again intrinsically tied to the reward centers of our brains.
This is also why it’s important to keep switching up the look and feel of your game to keep things interesting. As an indie developer, you’ll have limited time and resources for creating entire new sets of sprites but sometimes just changing the background for a level can make a big difference to the tone of the game so there’s no excuse to keep things samey all the way through.
An example is Pewdiepie: Legend of the Brofist (which is a surprisingly good game). In the below screenshot, you can see two levels that would be considered ‘snow levels’ and they even use some of the same textures and sprites. Despite this, they each have a completely different feel and vibe owing to changes in the background and the color scheme:
When you first enter the cave, it’s quite an atmospheric moment and it really helps to break up the action. Throughout the game things are kept amazingly varied and fresh with set pieces ranging from being chased by a dinosaur to leaping between car roofs on a motorway.
Just as you have to ensure you maintain the feeling of learning and improving, you also need to maintain that feeling of discovery, atmosphere and exploration.
Designing around the game engine
As a closing note, I also think it’s important to point out the role that your game engine will have in all this; which is why I feel every level designer should learn some basic coding skills.
Consider the aforementioned importance of physics with regards to empowering the player. Those physics aren’t determined by the designer – they’re determined by the engine and the coder. As a designer, you might notice an opportunity to make a moment even more fun by throwing in an exploding barrel, or making the barrel even more explosive. In order to accomplish this, you need to be able to add in those effects yourself, or speak to someone who can. Likewise, you need to know how many exploding barrels you can add before you’re going to start causing slow down.
There is a great amount of synergy between the way your game works and the way you design the levels.
Another example of this is the game camera. Remember how we noticed Mario’s camera at the start of World 1-1? That big open expanse to the right tells the player where they have to go. But what if your game moves left to right? In that case the camera needs to face the other way. Consider too how far out the camera needs to be – a faster paced game will need a camera with a wild FOV (field of view) to ensure that the player has time to react to oncoming hazards.
As an Android developer, you also need to keep in mind the variable size of your screen – zoom out too far and the character will be hard to see on smaller phones! Then there’s the small issue of fingers obstructing the screen in the bottom corners.
There are also subtle distinctions between cameras that follow the player exactly and cameras that allow the player to occasionally move independently. This latter solution can prevent nausea in games that involve a lot of jumping or darting left and right. These cameras often operate using a ‘camera window’ with the camera only moving when the protagonist steps outside that designated zone. The height and width of that window should correspond to the most common movements in the game, which in turn will correspond with the properties of elements in the levels (such as the heights of your platforms). Other games use entirely different mechanisms for their cameras – such as Super Mario World which would ‘snap’ the camera each time the player landed on a platform.
This image was taken from an article on Gamasutra that goes into massive depth regarding camera movement. You should definitely check it out.
The point I’m getting at here is that there is a great amount of synergy between the way your game works and the way you design the levels. To some extent, you’ll be designing your levels around the limitations of your engine but you should also occasionally adjust your engine to help you bring to life your more outlandish ideas. If you can learn some basic coding, this will help a great deal.
Even your business model will play some role in your design process – how long do you have to make this game? How big is your team? In a previous article I talked about the value of simplicity when creating apps if you actually want to profit from them anytime in the next decade. For your first game, I highly recommend designing something simple in terms of the necessary code and the number of assets. This way, you can come up with something fun and get a flavor for the process before you invest countless hours. Flappy Bird could probably be built in less than a day and yet it made Dong Nguyen rather wealthy! Simple doesn’t have to mean trite though either – just look at something like Thomas Was Alone. In that case, the simplicity is actually a selling point!
Conclusion
There are tons of small design decisions that you’ll need to make during the creation of an Android game and we’ve still only really scratched the surface. Make sure you give them some serious time and thought because they can make or break the experience.
Having a great idea and a lovable character isn’t enough. You need to think about how your camera is going to frame the action, how your players will gradually learn the mechanics of the game and how you’ll make them feel empowered and successful as they play.
I recommend checking out some of the games mentioned in this post and playing close attention to what they do well. It’s actually quite amazing how much care and attention goes into even the simplest endless runner.
Games not art? Pfff!













