"How about using your eyes to play a game?"
2022.12
About
Shimmer is a solo project designed to research how to create 2D games based on eye-tracking technology. The game used eye-tracking tech as the core mechanic and had unique mechanics and dynamics. Playtests and semi-structured interviews were conducted to improve the game.
The eye-tracking part was developed based on Tobii 4C eye-tracker and SDK.
Research Questions
- How to avoid/mitigate eye tiredness in an eye-tracking game?
- How to design a fun experience with eye-tracking tech?
- What is the difference between designing an eye-tracking platformer game vs a normal platformer game?
- How to design a fun experience with eye-tracking tech?
- What is the difference between designing an eye-tracking platformer game vs a normal platformer game?
Special Core Mechanics
- In v1.0: Players will use their eye movement to control a white flashlight in the game. They cannot see objects outside the flashlight by their peripheral vision. The size of the light will increase if they pick up the light bag but will decrease if they get damaged. The game will restart if the size of the flashlight gets too small.
- In v2.0: The size of the flashlight will not change anymore. Players can light up the entire screen after they collected 3 light bags.
Other Mechanics
Collection: An additional challenge for each level.
Spike: Will kill players if they stand on.
Enemy: Will jump and attack.
Light Platform: Will be enabled only when players do (not) look at it.
Light Enemy: Will be enabled only when players do not look at it.
Light Beam: Will be enabled when players look at themselves.
Light Zone: Will be enabled when players look at it. Can protect players from the beam. Players will also have low gravity and can jump unlimited times while in the zone.
Light Bag: In v1.0, will increase the size of the flashlight. In v2.0, can enable special mechanics after collected 3. Also served as additional life points.
Levels
Shimmer had 3 levels with different difficulties. Several level design techniques had been used:
- strengthen the dynamics of mechanics
- provide multiple routes
- clarify the level goal
- pace control
Research Methods
- 8 players from Northeastern University played the game
- A short semi-structured interview asking about player experience
- A short semi-structured interview asking about player experience
Results and discussions
Reduce Eye Tiredness:
- Have a good pace: balance normal use and abnormal use of eyes
- Maintain a good flow to keep players engaging
- Have good non-visual feedback: e.g. sounds, controller vibrations [Should be stronger than normal games]
- Have a good pace: balance normal use and abnormal use of eyes
- Maintain a good flow to keep players engaging
- Have good non-visual feedback: e.g. sounds, controller vibrations [Should be stronger than normal games]
Fun Experience:
- Have good eye-tracking-based mechanics and dynamics
- Consider eye movements while designing
- Help players to create a mental map
- Difficulty [More difficult than traditional games; Consider players' different eye skill levels]
For more results, please download the research report.
Patch Notes
Mechanics change:
- New mechanic: Flash! [help to create mental map]
- No longer reduce/increase the size [reduce difficulty]
- New health bar [better UI]
- Move the flashlight to the death point [help players to figure out what kills them]
- Add difficulty selection [consider different skill levels]
- New mechanic: Flash! [help to create mental map]
- No longer reduce/increase the size [reduce difficulty]
- New health bar [better UI]
- Move the flashlight to the death point [help players to figure out what kills them]
- Add difficulty selection [consider different skill levels]
Level Adjustments:
- Reduce the attack range of the beam [reduce difficulty]
- Add more light bags [reduce difficulty]
- Remove some enemies [reduce difficulty]
- Change the save point [reduce difficulty]
- Reduce the collider size of the spikes [reduce difficulty]
Future Work
- Add the camera mechanics from CityDream Shutter into the game.
- Design more levels.
- Refine aesthetics.