Designing Tilt the
first motion game for the iPhone at iPhone Dev
Camp.
by Nicole Lazzaro, President of XEODesign, Inc.
I get many requests for stories
on how I design emotions and fun so I
thought I'd share one on designing Tilt.
In my book design is a group process so first here's
the team that developed
Tilt: Nicole Lazzaro (Game
Design), Joe Hewitt (Code), Colin
Toomey (Art), Kent
Bye, and Felipe
Ortiz.
On
Friday night I arrived at the iPhone
Dev Camp iPhone in hand, and ready
for anything! This was my first Bar Camp and I
had no idea what to expect. I was excited
about my new iPhone, and I was looking forward
to geeking out for a whole weekend. The end result
was Tilt,
a game in 1.5 dimensions.
The first hint that Tilt was on
it's way happened while chatting with Dori
Smith (author of JavaScript
for the WWW: Visual QuickStart Guide, 5th edition)
about casual game ideas I had for PCs. Based
on this conversation I decided that if
I worked on a game this weekend it should take
advantage of the iPhone and deliver an iPhone experience.
To be frank, I love the gestures on the iPhone.
I am tired at poking at my PC's mouse and keyboard.
It feels like word processing with a club.
You see the week before I purchased
an iPhone. And while standing in line I
chatted with people about why they would spend all
day to buy one. These conversations gave me a strong
sense of the emotion profile for Apple and the iPhone.
I posted a few of these iPhone
Line interviews on YouTube. The iPhone
has a strong emotion profile and the player experience
(PX) for an iPhone game must deliver this.
To deliver an iPhone PX these emotions had to be
built into the game mechanic. I sketched out a vision
of what it would take for a game to deliver the emotions
in an iPhone PX.
An
iPhone PX requires
1] Pick up and play
2] Simple beautiful graphics
3] Use motion and gesture
4] Player controls that create emotions similar to the iPhone
5] Unlock emotion with mechanics from all of the 4
Fun Keys |

It's 6:00 in the iPhone
Line!
Ready for Apple to open it's
doors.
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At Bar Camp Dori and I brainstormed
on what gestures we liked the most about the iPhone
UI. The most fun user interaction for me on the iPhone
are rotating it from portrait to landscape in iTunes
and flipping through the album covers with the
stroke of a finger tip. Until the iPhone I had
never "stroked" a computer
before. I also liked rotating and pinch zooming through
my photos. We thought of number puzzles and 4 directional
tilt maze games where you have to get the marble
into the hole or get several BB's to rest in tiny
dents.
I really liked pinch zooming and
flipping through photos and its opportunities for
People Fun. Bernt Wahl showed me photos on his iPhone
a few days earlier and I noticed how friendly, open,
and sharing this gesture was. One person holds the
iPhone and the viewer uses their finger tip to browse
through the images as fast or as slow as they want
to. The relaxed and natural body posture makes these
gestures very shared. Similar to a handshake it created
for me a sense of connection, through touch. Both
people have a strong sense of each other. This is
one of the first mass-market multiplayer interaction
where both people touch the same device.
Reminded me of the Wii. Lots of social emotions and
opportunities for People Fun here. Can't wait to
try a game that uses this interaction to create an
emotion!
Back at iPhone Dev Camp I took
questions and game ideas to Christopher
Allen, the key organizer of the event, who
advised me that web games could sense rotation of
the phone, but pinch zooming and flicking were unhacked
at the moment. This left me with tap, two finger
scroll, and rotate for my iPhone game. Web pages
can pinch zoom, no one has hacks to use these as
inputs to drive game events (yet!).
Inspired
by my talk with Dori, and sobered by a talk
with Christopher I found a table and started
prototyping on paper. I created more maze ideas,
sliding puzzles, and Tetris spin-offs. |

Early Maze Prototype |
 Paper
Prototype for Tilt
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The
paper made it easier to visualize player
interactions. Using the back of the
Bar Camp invite I created a paper version of
the iPhone, a web browser, and some characters
and obstacles to work out game concepts.
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I walked people through the paper
prototypes and drawings as they stopped by. I really
enjoy it when people getting inspired and come up
with new ideas.
Christopher brought Joe
Hewitt (of Firebug fame)
to my table. Joe's the very same person who created
that navigation hack to sense rotation in Safari.
Needless to say, I was extremely pleased! Joe is
an amazing coder, an awesome collaborator, and
liked my vision for the game all important traits
if we were going to build it in less than 48
hours.
Together, Joe and I explored the
Tilt prototype I made and the limitations of the
phone to identify the big design constraints.
The phone could only be upright in portrait mode
or rotate into landscape left or right. Safari does
nothing if the phone is upside down. The phone also
had to be held vertically for the motion sensors
to talk to Safari. Rotating an iPhone resting a phone
on table top won't cause a change in the browser.
A big usability issue, but we can help with that
in design by making it a game that you want to cradle
in your hands to play.
The marble maze idea and sliding block ideas were
out. We only had one degree of rotation (portrait
and landscape), didn't have access to all 4 directions,
and worse we couldn't tell the difference between
rotating the phone to the left or to the right. We
only could tell if Safari was in portrait or landscape.
I prototyped more, testing out ideas on the small
crowd that had gathered.
To get the game designed
and built in less than 2 days we needed something
simple. A Tetris or Missile Command style game
showed the most promise. Falling objects communicate "computer
game" which
would quickly set expectation about what the player
is supposed to do. A retro art style would remind
players of these classics and help them understand
the goal sooner. We had to keep the sprites small
to minimize redraw issues, especially during rotation.
Changing the screen orientation during play would
add a new twist.
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The
challenge was that we couldn't move Flip
(our little game character) left or right
very well using phone rotation alone. We
didn't have any accelerometers. Many, many,
many people suggested adding buttons to move
Flip left or right. This didn't match my
vision of a single control game. Sometimes
the wisdom of the crowds must be resisted. |
Another difficulty with buttons
was that in watching people rotate the iPhone I
saw that their hands were all over the glass, which
would press buttons by accident. They also struggled
to get a new grip each time the phone changed position.
As the game designer I didn't want players looking
at their hands each time they tilted. I wanted
the controls to feel fluid to increase immersion.
Invisible
buttons would be pressed by accident. Also, any
button on the screen screams to the player "Hi!
I'm how you play the game." I was concerned
that players would forget to rotate. To be an
iPhone experience we had to focus and choose the
one mechanic that was the most "iPhone."
The falling blocks idea held the
most promise. It was iconic and from a code perspective
easy to communicate and execute. My big question
was if we rotated the screen to play and Flip always
caught the blocks what would make the game fun? The
Easy Fun of a tilt game was clear to me, moving Flip
by rotating the phone would create curiosity and
surprise. The Hard Fun especially for level progression
needed the most work. For Hard Fun increasing the
challenge means more than giving players less time
to defeat more monsters. Players want strategy and
to feel like their choices matter. I wanted bouncing
blocks and a few other features to structure the
PX providing goals and more strategy, but we put
those aside due to time constraints. There was a
lot of work to be done to hide the navigation bar
and get the rotation to look as smooth as possible.
Joe left to start coding, and I went back to prototyping.
On Saturday morning Joe had Flip
rotating. Kent
Bye created the first electronic version
of Flip seen here in Miriam
Olsson's photo on CNET. We changed the squares
and triangles to squares and circles based on Kent's
art.
As awesome as Joe's hack is, the browser
redraws created a visual distraction during rotation.
My idea of creating the illusion of Flip being
in the center of the screen and the world rotating
around him would be too hard for a weekend project.
What I enjoyed about the motion was the way Flip
felt like a little spider in a glass jar. Because
of redraw artifacts Flip seemed to scamper from one
side of the iPhone to the other. In the spirit of
hacking we went with it and changed the game design.
Kent and Felipe
Ortiz explored animation scripting
alternatives while Joe continued coding. It was now
well into Saturday afternoon and we were ready for
an artist.
Christopher introduced me to Colin
Toomey who agreed
to do art for Tilt. This had to be a pick
up and play game. The art had to tell players how
to play and be fun. I tested the first art prototype
with other iPhone Dev Camp participants. It took
too long to understand the goal and the difference
between Portrait Flip (square mouth green) and Landscape
Flip (round mouth blue). The difference between the
two shapes had to be clearer. We changed Flip's
color to match the targets and made Flip's round
mouths more round to match the falling blue circles.
The blue color was a bit dark for some. I got lots
of suggestions for buttons and ways to make the game
more complicated, which I filed. Other suggestions
that kept it a simple game and increased the challenge
I thought about how to integrate.
The next round of art tested
better. Flip's mouths were more clear making the
controls more usable. Still I wasn't satisfied
with the game's PX. The catching animation felt
flat. The objects just disappeared and the wrong
matches simply lost points. I loved the way Pac
Man feels to play and decided to make this an
eating game as opposed to a shooting or matching
game. Together Colin and I pantomimed the gestures
we wanted for Flip, simplified the shape so it read
on the small screen, and made three states (hungry,
full, and ouch!). Soon Joe and Colin had Flip eating
and flashing a red "ouch" to provide feedback
to the player.
I hate floating numbers and scores. I find them
distracting. They are also very un-iPhone. Joe made
a vertical score bar with one of the icons on the
top. I fell in love with it's simplicity. So I canceled
plans for multiple score bars, one for each target
type, to keep the visual display clean.
I'm working to expand Tilt's PX
now and adding more player emotions that match or
enhance the iPhone's emotion profile. The Tilt PX
has the Hard Fun of catching and avoiding the wrong
colored shapes, the Easy Fun of using the new motion,
some Serious Fun from repetition, rhythm, and eating
animations. Our People Fun features are in the works.
Speaking of People Fun, check out Pool it's
a multiplayer experience for the iPhone.
This was my first Bar Camp and I really enjoyed
the hands on and get things done nature of the experience.
It reminded me of when I used to teach Interface
Design and Director at San Francisco State. There
is an amazing energy to be working in the same room
with hundreds of people in quiet intense collaboration.
It was awesome to be a part of.
A big thanks to Christopher Allen, the organizers
of the iPhone Dev Camp, and to Adobe for letting
us come over for the weekend and play. Joe, Colin,
Kent, Felipe, and I are looking forward to finishing
Tilt and getting the game out!
Come hear Nicole talk about the design of Tilt at Casual
Connect. Can't make the conference? Read the
coder's story here on Joe
Hewitt's Blog.
Got
iPhone? Play the Tilt demo on your
iPhone here no
keyboard required!
Flip
wants your feedback! Share
your thoughts and
help make Tilt better!
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