our story

Our journey in creating ARcade from the beginning to SLAM
BRAINSTORMING


The name came first: ARcade.
It led us down the rabbit hole of augmented reality (AR) games. Once we decided that was the direction we wanted to go in, it was full speed ahead. We talked about several different kinds of games—a first person shooter, a bowling game, darts, an RPG. We wanted to make three games initially: bowling, darts, and Pong. After discussing our ideas with John, we decided that it was better to move forward with just one game and that adapting Pong to augmented reality technology was our best bet.

PONG


Originally, we wanted a 3-D Pong game that is multiplayer and uses a 3-D mesh to construct the boundaries of the game as the walls of the room. Our initial idea was way too ambitious for our abilities, the current capabilities of AR technology, and the timeframe of the project. After about a month of small bursts of progress, we decided that it was too much and too complicated to continue, even as just a single player game.

BRICK BREAK-AR


So, we went back to the drawing board. We discussed it amongst ourselves and with John to settle on a new direction that would make for a fun, interesting, possible project. Brick Break-AR uses a lot of the basics we had witih Pong—a ball, some boundary walls, and a script to make the ball bounce in a new, opposite direction when it hits something.

BRAINSTORMING


The name came first: ARcade.
It led us down the rabbit hole of augmented reality (AR) games. Once we decided that was the direction we wanted to go in, it was full speed ahead. We talked about several different kinds of games—a first person shooter, a bowling game, darts, an RPG. We wanted to make three games initially: bowling, darts, and Pong. After discussing our ideas with John, we decided that it was better to move forward with just one game and that adapting Pong to augmented reality technology was our best bet.

PONG


Originally, we wanted a 3-D Pong game that is multiplayer and uses a 3-D mesh to construct the boundaries of the game as the walls of the room. Our initial idea was way too ambitious for our abilities, the current capabilities of AR technology, and the timeframe of the project. After about a month of small bursts of progress, we decided that it was too much and too complicated to continue, even as just a single player game.

BRICK BREAK-AR


So, we went back to the drawing board. We discussed it amongst ourselves and with John to settle on a new direction that would make for a fun, interesting, possible project. Brick Break-AR uses a lot of the basics we had witih Pong—a ball, some boundary walls, and a script to make the ball bounce in a new, opposite direction when it hits something.