Body Hack - Design Document

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1 Body Hack - Design Document Prepared for: someone who has a lot of money and interested in game Prepared by: Eric Siu February 8, 2009 Proposal number: Company 765 Weyburn Place #100 Los Angeles, CA T Home Phone F Home Fax Phone ericsiucm@gmail.com

2 Body Hack Overview Body Hack lets players to role-play various movie characters by mirroring their entire body onto filmic figures, for instance, jumping Chaplin. Genre Cinematic, Role play/live-action Scenario Interactive installation (museum exhibition, shopping mall, Expo entertainment.) Computer-based. Projection, Arcade or booth. Motion picture, visual effects and sound system. Description Concept Body Hack suggests a unique form of role-playing, which enables players not only to interpret one s identity through gamepad or keyboard and mouse, but to directly act as one figure by your body movement. You copy their motion through your body, experience their on-screen life, success their filmic move in the reality and role play their identity in both metaphysical and physical ways. This alternative use of your own body becomes the core characteristic of the game. Interaction The basic gameplay mechanics is: player gets into the installation and see a projection of a paused film. He will find a character on the screen and he has to act exactly what the character does in order play the movie, i.e. Bruce Lee punch, you punch. The continuity of the movie is determined by the continuous action and the level of motion accuracy of the player. The much the player s motion synced, the more the film runs. It seems like you are pushing (provoking) others movement with your own embodied action. Rather than just providing amusement to the players, Body Hack tries to push the edge of game play experience in experimental and alternative ways. It draws awareness of the using your body; you will be told to pay attention your movement even on one single footstep. You will be perceptually controlled by the film, at the same time you translate Body Hack - Design Document 1

3 this control to your body. Borrowing the term from animation, you constantly keyframe your body to get specific action done. Because the game involves involuntary control of body and uncertain flow of thought (the next frame of posture is always unpredictable,) unnatural body rhythm and dissociation of body and thought become significant, which generates an internal fight between your perception and your physical body. All these intrinsic elements in Body Hack challenge you body experience. This sensational arena of the game generates player ample space of curiosity and exploration. Narrative structure The narrative structure is broadly base on cinematic content in any on-screen media, which consist of acting character. Characters are not limited by gender or species, which could be male, female, animal, animation, robot, creature, insect, etc. Basically, any human performable figure can be within consideration. However, movies should be assorted for meaningful play. Selection of movie is very crucial for the game as it would directly trigger the gameplay experience. The categorization of the selection is very open too. It could be base on genre, media, cultural reference, function, social communication, performative element, idolism, desire, simulation, imaginative element, etc. For instance: intimate Michael Jackson s moon walk, learn Ku Fu, exercise aerobic, walk like James Dean, be a zombie in Bio Hazard, be Mickey Mouse, be Rocky fights Apollo, be Bush to duck the throwing shoe, be in a S&M scene, etc. There are tons of possibilities, but we are going to narrow it down with the following methodology. No matter how the movies be selected, some rules have to be followed. No full length of the movie will be selected, only excerpt from the movies will be used. The scenes that the players will actually play are montages of the excerpts of one or more movies. As there is no exact selection of movie by title, the scene that the players play is called World, and there are chooses of different Worlds for players. The maximum duration of the World is five minutes. It is important to keep certain degree of uncertainty to the game. Therefore the content of the World has to be unpredictable. In this sense, the title of the World has to be indirect and abstract. For instance, Dream, A Bad Day, or I feel so sweet. The selection of the World is like selecting track in the a racing game. There is secret World and random World. Structure Title screen Introductory screen Game idle page - Start game - Watch recorded play - Option - Help Game interface Player s size setup screen Body Hack - Design Document 2

4 World selection screen - World selection - Random World - Free mode (without time limited) - Time attack mode Gameplay - World screen - Player screen Game over screen Game System Game Play After the player enter a World, some introductory shots of the movie will be presented on the screen to anticipate the player. At certain moment of the movie, it will be pause. When the movie paused, player has to start imitating the on-screen character s movement. When player accurately pose their body, and continuously move their body according to the given movement, the movie start playing. The continuity of the movie is base on the continuous accuracy of the movement of the player, the more the player constantly performs correct actions, the more the movie plays. The gameplay screen is separated into two parts: - World screen shows the playing movie. Players reference the character s movement from here. - Player screen has the player s real-time present as a full shot from the camera that keep capturing the player s movement. On top of the player s image is collages of the movie character with synced action masked in a bubbling form. The more the player move accurately, the more bubbles will present. fig.1 World screen fig.2 Player screen Body Hack - Design Document 3

5 The playing of the movie triggered by the player is call pushing (as the movie character seems like being pushed to motion.) note: rather then pushing, player can also pull back by acting reverse motion (this would be fun to play in the free mode.) Player does not have to push the entire duration of the world until he is told to do so. For instance, after a shot played, you pushed, and the movie plays automatically for another shot after right amount of pushing. Then, you have to anticipate another push. The automatic playing shots are the sub-goals that player has to achieve. They act like check-point in racing game that encourage the player to pursue of the final goal - the completion of the World. If the player fail to imitate the character, the movie pauses. If the incorrect motion are performed in between successful action, the movie pauses at where the error occur. At this moment, player can adjust their body to keep the movie flow. The pushing therefore, is accumulating result over time. There is a time limited in every pushing. If you fail to complete the pushing within the given time, one life will be deducted. Bonus life will be awarded to good performance (detail in bonus section.) Scoring Scoring is base on two main criteria - Quality of performance (how accurate you action is compare with the giving movement.) - Speed of pushing (how fast you complete the World.) In every completion of the World, a score sheet will be presented to the player; determine the score of the player obtain by grading (F, D, C, B, A, S.) There will be a break down of score particular for Quality of performance and Speed of pushing. Completion of every three Worlds will activity one secret World if all secret Worlds are open, the ultra secret Would will open. If the ultra secret World is completed. It considered the end of the entire game. Bonus Three A grade or a above will get 1-up life. Five S grade will activate a Challenging World, where excellent players can show-off his skill. Environment (Installation) The installation will be setup as theatrical stage format. Therefore the player will be located in the center of interest of the entire installation like a performer. Stage lights will be equipped to enlarge the dramatic effect of the game. Technically: Approximately, 12ft x 12ft space is required for the installation. A light box will be equipped behind the player to help for creating clean player s silhouette. A projection will be presented in front of the player to the end of the installation space. A control panel will be situated between the player and the screen. A camera will be placed right on top of the control panel, facing the player. Two stage lights will lit up the stage and the player. Body Hack - Design Document 4

6 fig.3 Installation diagram Technical description Body Hack requires high level of programming technique and video manipulation. Motion analysis is the core parts of the software for the real-time movement synchronization of the player and the movie character. The player s movement will be captured as a full shot by a camera in front of the player. The captured image will be retouched to silhouette image for further calculation. The character of the movie will be traced to pre-animated silhouette, which is invisible to players for the system. Both silhouettes will be compared pixel by pixel to determine how accurate the movement is. If the value of accuracy is higher than the set threshold, the movie will go to the next frame. As the movie will have different frame sizes (close up or mid shot,) both silhouettes have to be cropped and normalize to similar canvas size for prior to the comparison process. Players body volume (fat or skinny) is another challenge of the program. The player s size setup screen is used to preset player s body size. Different size of movie silhouettes will be prepared for this purpose. Body Hack - Design Document 5

7 Body Hack - Design Document 6

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