 So, hello everybody. I'm here to tell you a bit about drawing a base game designer. It's an idea we had with a friend a few years ago. The point was that I was more about gaming, interaction, coding and all that, and he was more about cooking, which we'll show at some point in the slides, and drawing. So he was messy. I was not, of course. And we decided actually to mix those two stuff together. No alcohol involved whatsoever, of course, at first. So what we had is more or less that. The point was to get, as an interesting point, in gaming, a drawing. So at first it was the idea of drawing, after it was just pigments on canvas, and you will see it went up quite fast. So what I will present to you is the concept first, what I told you a bit already about right now. Then game design and game perception. You can imagine that when you have a controller, you have some kind of expectation about game design. When you're dealing with colors, with papers, with food at some point, you have pretty different kind of expectation. And not only about the design of the game itself, because you draw your own game in the end, but also about the perception of it. This idea of loop between game design and game player, and the fact that you always switch from one to another. And this kind of games is a strong point of this talk. Then we discuss the tech itself. We tried to build a kit and a library to allow, well, at first us, to make some games in a more easy way. And of course other people. So it's both open source, open hardware, and I hope in the end we want to have a try at that. But first of all, the most important is that. It's mud. So the point is that for inspiration was more or less mud. Mud as some kind of metaphor of the real world. The real world is, then again, messy, as my friend. Yes, a wonderful picture, right? So the point is that this is what usually you want to avoid. It's like, you know, you come home, you have your messy shoes, you just get rid of them because you enter a clean chassu, whatever, environment where you want to feel at ease and control of everything. This is nice. And sometimes when you want to call, when you want to create some kind of virtual world, this is what you want to do, too. You have something that is clear. You have like clear shapes, clear graphism and all that, and clear gameplay. And everything is, let's say in control more or less. Of course I'm talking in a very, very generic way. But that's not the real world. You have huge messiness. So the point would be why actually would you try to base your game or your interaction or your interface on the real world and not on a virtual world? There is actually one main point for that, is that you have a set of rules which are already there. If for instance you try to build a virtual reality or something new. If you want to use, if you want to have a new game, then you have usually one point that is very important, like the game engine. Like the graphic engine or like the physics engine, for instance. And in reality, it's working pretty well. You see a few bugs sometimes, but it's working pretty well. And the graphics are amazing. Of course it's a joke, but seriously, you have all that already. Why not using it actually? And the reason why not using it is because it's messy. But when you use that actually, I mean, this is a joke about of course like the physics and the graphics and all that, but you have a lot of rules that you can base upon. Not just the classic one, but others. Like for instance, we are based on drawing. Everybody knows how to draw. It's like we don't have a tutorial. It's like when we show people like this is a felt pen. Did you know how to use it? You have to do this little stuff. The stuff is amazing. Then you put that in the color of the pen, stays on the paper. It's like no, it's okay. It's like everybody knows how to do that. And this is the fun part. Like people just can go with it. And another point we'll see later on the talk, but I stay a long time on this slide because for me it's the most important one actually. Another stuff is that if you base yourself on reality, you will use a few set of rules that you will know. Then again, like the physical or whatever stuff, the felt pen and all that. But you will be always surprised by the other one you haven't thought about. And people will come on your interface, your game and whatever. And we use these kind of rules that for them are really natural and you didn't think about that. And we'll see in the game perception that we had a huge surprise about that. So now, the concept itself is what? Because I tell you a lot about the drawing and all that. In the end, pretty simple, you got what? The felt pen, here, the paper, here. You draw whatever you want. Like you can already see for instance that you have two kinds of drawings that are pretty different depending on what you want to play. Here for instance, you have this kind of old game in watch kind of games that you can create on top of your mind. There you have the paper which was some kind of recreation of a pinballer. So depending on what kind of game you want to create, of course the drawing will be very, very different. Then you have hop up there and up there to a webcam. Very simple. We try at some point to get a very expensive one because of course the needs of precision are amazing. Very cheap webcam actually is working very fine. And then you have a video predictor that will project back on top of the drawing. Both straight on the drawing. So you can see the red drawing there that can be actually highlighted. And new stuff. I like the flippers here and whoosh the bulk here. The point is that, and this is actually one of the gameplay issue we are trying to tackle, is that what you're drawing is of course static. If you draw, I'm not sure you have. Yes, you do. If you have yellow here, actually if you light it or not, you can make it disappear or not. So you can play with it, but you can make it move in the end. So if you want to have something dynamic, real dynamic, then of course you have to be afraid to be virtual because well, real world is not perfect when it's about drawing. So you have this kind of loop between your draw, your project back on top and then you have of course the controller, which is not always a must, but still. Here as a pinball you have two buttons on the sides and here you have something from the shape I have, not really what it is. I mean controller, generic one of course. So then the point of drawing is not just to have a huge doodle and you do whatever you want from it. The point was to try to create a language based on that, a set of rules. And we always had two steps on it. The first one was to try to describe as better as we could what kind of shapes one would write down, would draw. Sorry. If possible, we try to get out of symbolic shapes. We don't want to have something like, okay, if you draw a square it will be that, if you draw a circular it will be that, a cross and it will be that. Because then you go more into some kind of code back again. We have a long rate of shapes and you don't have a long rate of drawing. So here for instance you have a pinball which is almost playable I think. So you see what, first of all different colors. You see yellow, red, green and blue. So for instance in the case of the pinball the blue is balls. So it will just like bounce on it. The red is a bumper or a shooter meaning either it will bounce back a lot and if you do that many times it will disappear and destroy and you can go through. For instance here you see it's highlight so it will bounce. And here the little guy actually already bounced so it's destroyed. So now the ball can go through and the player lose. Green is webs on our acceleration and yellow is four points. So you have many many kind of gameplays depending on the color. But then again if it was just colors it wouldn't be this much fun. You can see for instance that here you have another flipper which is weird because I told you everything about the colors so you should not be able to do that. But the fact is depending on how you draw actually if it's a point, a line or if you're circling something inside of another shape then you have different behaviors. And the point was that first to try to get features actually on the drawing to for instance when we try to create another game we know that okay what is our language, what can we use actually to describe the drawing and to use that to create a gameplay from it. And the second point is when you have this kind of library done then you decide which feature you want to get and what kind of gameplay you want to add to it. For instance in this case we go back to the other games which was some kind of game and watch game. So if you don't remember Azuz it's with a little kind of noise. He gets it, he gets it. You have little shapes actually moving like that. Here in blue you don't have any more walls but you have the players themselves. The green is actually a list of bonuses and the red are bonuses so you die when you get them and you see the lines, you see actually the movement of the shapes. It will start from there and then move one by one there and then you have to move your cursor to be able to avoid a few and to get some. So there if you take actually you should always almost stay here to get the bonus and avoid more than this one. This is interesting to know that and this is another point we'll see later is you create your game and you play it. So if your game sucks maybe it's because you create a game that sucks. And of course it's something you usually don't try to say to people. It's like it's amazing, it's awful that your game is not fun. So it's like you suck, your children suck. No you don't say that. With the drawing you can create your level design and I'm saying that with not being completely happy about that because what is very fun to level design through drawing we're trying to reach a point where it's not just level design but to really interact with the drawing. Sometimes happening but not always. So the tech who can go quickly over that because you saw earlier a bit of it you have two sides, software and hardware. The software is what you saw earlier a little bit being like the library. The hardware, the point of it because you can imagine you just need a webcam of the projector and then you're set why actually would you need a kit to be there. What we wanted to do is to make it as easy as possible for other people to reuse the tech. We had this idea about drawing by interaction. The more we pushed it, the more we found new stuff actually to do with it and we know that we're very lazy people and we won't be able to explore completely this medium so other people actually to try out stuff. For that we made a little kit. Open hardware too so people can get actually not only very complex to create but still people can get you online and then recreate it so they can have some kind of nice setup. I know by experience that when you've got just the projector the webcam and you have to spend a lot of time to just be sure everything is in the right axis. It's not very fun when you've got everything set up on the table then it's a breeze. After that you have the library. The point was just to get all geometric correction because you can imagine that you don't get a straight rectangle from the webcam on the drawing itself. Then you feature background foreground the image itself. Then you get separation between the color depending on the game you want to have depending on the felt pan you have at hand on everything you can select actually the kind of region you want to use. Then you get just a control selection in the end and from the control then you can get a more interesting description of the shape itself. For instance it's just a matter of is it a dot? Is it a line? Is it a loop? It's already huge gameplay wise. We wanted to spend a lot of time actually to get very precise description of the drawing but it didn't really matter much at first. It was just very simple description. It was already very useful enough. You can imagine that if you have four colors and four descriptions it gets combinatorious so you have a lot of possibilities already. If you need to explain to someone for two hours every stuff about the drawing every stuff about the shapes and all that and what it creates for the gameplay it kills a bit the idea of being able to just draw and play with it. It was very important for instance for the pinball one to get a set of colors that was coherent. For instance if you had the blue you had either the walls or the flipper which was both very physical shapes or you could expect what would be happening. This was always this kind of mix between I will try to be very precise because I know a lot about the graphical language and I don't know much but I know I can explore and I can try out and discover new stuff. A bit like super power. You would just discover bits by bits by just drawing around. Sometimes you get surprised. It's a bit of a mess. You're correct. And then you get like you learn something new. Now the second part was about game design and game perception. The point is that as I told you already you create the game itself before playing it. So you always have this loop about being a designer and being a player which is very fun because technically when you create for instance the pinball stuff we are game designer designer and when we create the library we are game designer designer designer. So a bit meta but still. The point is that is you have always this loop being creating and playing. And for us it was always meant to be seen as one meaning that you create your pinball you play it and you realize that not so fun actually I made a mistake here and you correct it and you play it again and you correct it and this way it's kind of loop. So it was not about playing it was not just about creating it was both as one in the end. One time we had a little issue with a controller meaning that in the end you had the center was a bit like that the people would be playing there and you have the wall here with the drawing. So basically more or less oh okay let's be fair to them three meters for instance so just three meters six to four round trip in order to play and then correct at the drawing nobody would correct the drawing nobody did it's like they knew they could but nobody did that because it was too far actually and the loop was destroyed it was they were not in the mood and it's not at first of course it was a huge criticism to them it's like come on don't be lazy do that but it's pretty coherent in the end it's like it's not I mean because in this case you would switch from one side to the other one when for instance you're on the free paper itself I mean you're there you play and then you draw and you don't change roles somehow switch the cognitive load about switching is way way little and then you become both at the same time so that's that was pretty fun sorry I forgot to hide this slide to explain it even better anyway so you really have this so yeah I won't repeat everything I said for the last two minutes so there you go the designer and the player itself so as I said before everybody knows how to draw and everybody loves to do that it's fun you just do whatever you want it's free and all that but in the end actually I realized that when I was writing this slider so for a very long time as you can expect I lied actually everybody loves to do that it's more or less true but everybody doesn't love to do that in front of other people especially when usually we try to expose other drawing and we don't expose the worst one we expose like the one we exhibit the one that are pretty nice and people have a huge like pressure about I won't be able to do the same stuff as that and I won't do is I won't try it and it's usually hard to make people draw by themselves but in this case we have a motivation to do so because then again it's not just a drawing it's not just a game it's both so it's both the point is that at first when people say I don't know how to draw it's like ok don't draw then you know how to play pinball you like it then play it and at first you have like a blank screen so you just launch the ball and you have like the little flipper on the side you launch the ball and game over this was fun right and it's like oh this is not good let me just draw like on the sides some kind of blue balls and then tada tada the person is starting to draw already and of course then he launched the ball and the game is very boring ok let me add something and it's done it's like if you're not really into gaming but you like drawing then you will enter this kind of games through drawing if you don't like drawing or if you like drawing but you're not really at ease with drawing and you have no starting point it's like what do I draw it's very hard then you have like reasons from the game design to actually enter the space and of course this is true as a starting point but the end point is to get these kind of results being a game and a drawing if you remember the right stuff is bumpers that actually explode meaning that you destroy them and you can go through so basically you have a boss and you can really like destroy the octopus kind of thing you can destroy the octopus and then just reach your height on it so you can really play on the game design to animate the drawing in a very different way anyway I'm using animate but it's not true because animation will be something that would be like not static but like having just like linear in time and in one case it's not that it would be like I don't know a game drawing something like that so it's pretty fun to play with and we have the right to the picture we don't but so this guy this guy we are exhibiting in Ren at Stanfest very nice event thank you Thomas and this guy had actually a white polo shirt with the three colors we are using at the time it's like dude you have to you have to play your shirt and he did and the point was that when I was telling you about rules in like a real life rules and all that did we always be surprised by this is one of them actually it's the guy just like had his t-shirt and you could do that and because we're not very specific I can give you his number if you want to so if if you're not too specific actually if you're fuzzy and this is the keyword too about messiness, mood, the mud and all that if you're fuzzy about everything then you can get this kind of weird results meaning we always wanted to play well with our food so quickly what you have here is an economic yaki for those that don't know it's some kind of Japanese pancake pizza mashup let's say here you have onions here you have ginger green and red enough said so there what you get more here you have a little plagiarism cutting edge technology and I'm not referring to the knife since we use chopsticks but the point was that we had little players and the stuff was you try to shoot each other and to get out of the economy yaki so you could get the last economy yaki actually to eat this was very stupid we loved it so and that just to give you an idea that cost us in a matter of time I don't know what it was in hours so like we were super busy during we were super busy during the week we recreated that and at some point we said let's do that because it's easy when you have the library and all that and we have the kids too it's easy to recreate everything I mean it's easy to use that to create any kind of new games you would want either from drawing or just from colors so very quickly too different part is like paper cartridge meaning that you can just like take another drawing use it here change it from one game to another and this idea of copy pasting or cutting and pasting yep you can use it too so you can really cut one level design and put it on another one and you have interesting mashup and one last point to emphasize even more on the fuzzy gameplay would be that at first for us the flip paper is kind of a game where one person game it's like always it's kind of the game designer the game player very important subject and topic and all that but no at some point we got five people coming on an exhibition one game starting to play the other one like bumping in a heme and using like the other the other button so you're already two players two people playing then you had all the other friends taking every I mean each one fell spent and trying to draw everything to just like mess with the other player and there you go you had some kind of fuzzy multiplayer but not really one player either and this kind of interaction that we really don't expect I was like no stay in line don't do that it's a very good idea so that's a bit the point of it you can really get surprised by the results and I wish I could say that we were surprised one year ago but now we learn everything and we are on top of it of course not we always get new surprise from the players themselves and five more seconds about a very important interesting point that could be another topic itself is why do you play very quickly if you look at other games other way of playing all that you see that you usually try to reach a better score you try to kill the last boss you just want to finish this level and you have excuses to play it's like why do you play why tonight do you want to play your MMORPG for instance because my link needs me like really? it's not because it's fun this is a bit boring now it reminds you of a job and of course it is still fun but if you ask why you are playing you will more get excuses than just because I love it because it's fun and in this case since you're designing the game since the idea of a score doesn't matter anymore you lose these kind of excuses and you see some kind of almost angst sometimes which are pretty fun to see but for us at least when you don't realize like ok I'm stuck I created the game I played it it's very fun but what next so in our case what's next would be you we created the tech we created the little bits and all that we do workshops now we try to share knowledge about it the tech about it and if you want to participate with us please we love to share the open source library and all that and to get new players and designers thanks a lot just one question so when is it are you going to share your code if so when are you going to share your code if so when we are a bit shy because it will be your first time for us for now we share it let's say at demand somehow it's like because we want you we know that the best way to kill a person's project is to release a bad code that will just make people not want to come back to it so we are a bit shy about how much you are or how much bad practice let's say we would have in our code and we'd love actually to get some new new people to explore it already so we are very good to share it and hopefully in the upcoming couple of months it will be in GitHub and this process will be fastened as much as we can find people to actually try it out already so you do have a code but it's still a bit and if you want to try it out please and thanks to you to be on GitHub soonish ok thank you