We chose to work with the Aurasma app, because of its popularity and ease of use. Aurasma allowed us to do some ‘creative hacking’ of augmented reality, thanks to options such as such as geolocation and time-based triggers. Good stuff!
Geoff has been helping out for several years, since we first invented the idea of this game experience. Like Mark (below, iOS), Geoff is also a programmer, but is helping to focus our applications toward the Android environment.
Kim is a fabulous Web Designer who is also a member of the San Diego ACM SIGGRAPH Chapter. She has been collaborating with this project for over a year now, and will now begin to develop the game’s Website, which we hope to develop into an entire gaming asset of its own! (with the latest scripts and interactivity).
Another one of our ‘founding members’, Mark is a programmer in charge of the more ‘technical’ aspects of the augmented-reality experience (left brain). Marked has also helped develop the overall logic of the game, since the initial discussions back in 2011.
San Diego ACM SIGGRAPH Chapter
This particular ACM SIGGRAPH Chapter is structured so that weekly workshops can teach/orient the general public about computer graphics and interactive techniques, while creating an interesting, collaborative project to be presented once a year. It’s all part of the project called NoirMaker, which will continue to grow in future years. San Diego ACM SIGGRAPH is part of the international network of local Chapters. Find out more about Chapters, and how to join one (or how to start one!): www.siggraph.org/connect/chapters
In 2009, Sandro had a vision: that the SIGGRAPH International Center could enhance its ‘pathfinding’ services through the use of gaming. This became ever more clear after listening to the SIGGRAPH 2012 Keynote Speaker: Jane McGonigal (“I see a future in which games once again are explicitly designed to improve quality of life”). The idea of NoirMaker (a game anchored in a 1940s ‘Los Angeles’ fiction, that could leverage computer graphics and interactivity) has been fermenting since mid-2011, at monthly workshops that Sandro has been holding. Slowly but surely, a social game is coming to fruition.
SIGGRAPH 2013 Art Gallery
Special thanks to Victoria Szabo (2013 Art Gallery Chair), for trusting us enough to tie-in her area’s content: an integral proof-of-concept of the ways in which Conference content can be highlighted through gaming. In this 2013 edition of the NoirMaker game, we ask players to link each of the Art Gallery’s 15 submissions, with ambiguous descriptions of each. In the process of deciphering clues, the players are challenged to think more deeply about what each submission represents.
Project Manager at the International Center; SIGGRAPH 2013- Anaheim. Tim is in charge of all local aspects of the social game at the Conference, from developing instructions and publicity, to welcoming and orienting potential players, and seeing that everything runs smoothly at the game’s ‘home base’.
Tim helped to develop the captivating storyline narrative that anchors the game in the NoirMaker fiction (set in mysterious 1940s Southern California). Tim is also the artist behind the moody landscapes that define the essence of the story (as seen in the slideshow at top of this page).