‘Phantogeist’ Is A First-person Shooter That Makes AR A Social Experience

‘Phantogeist’ Is A First-person Shooter That Makes AR A Social Experience

The first-person shooter Phantogeist has debuted as a social augmented reality game on Google Tango.

In this game from Chicago-based Trixi Studios, a friendly alien helps you identify nasty invading aliens and shoot them in the real world. You hold up a Tango-enabled smartphone, such as the Lenovo Phab 2 Pro, and look into the landscape around you. When you spot an enemy alien, you fire at it. The challenge is to spin around quickly to deal with the attackers coming at you from multiple directions.

“It is a first-person shooter where players can walk around, inside or outside, and fire at virtual enemies in the actual real world around them,” said Trixi owner Chip Sineni in an email to GamesBeat.

Phantogeist is social because it supports two local players at once. A partner interacts with the same creatures you see in the world, making virtual monsters seem more real when they are a shared experience. Sineni said this isn’t just an AR prototype; it’s a full game with story, co-op multiplayer, and survival modes and leaderboards.

The game is a little similar Pokemon Go, which has introduced a lot of people to AR, because it inserts virtual characters in the real-world environment. But it’s different because it’s an action game that requires you to spin around and shoot at creatures as they come at you from all directions.

“It is a glimpse into the future where augmented reality multiplayer games can lead to esport opportunities, where teams of players compete other in the real life world with virtual weapons,” Sineni said, though it’s worth noting that communities, not companies, decide what makes an esport.

Phantogeist also has a mode for using Tango motion-tracking for dynamic “Inside-Out” tracking of the enemy characters and even environments that form around them. This is similar to how future untethered virtual reality will work; the player just walks around a virtual environment with no cables attached to them and no external sensors set-up around them.

Most AR games require a marker that the player needs to see with a device and keep in frame to play in the game. In Phantogeist, the player is free to play anywhere and move around as needed. Sineni, who has worked in the game industry fro 20 years at companies such as Viacom and Midway Games, acknowledged that AR development is tricky, and it has a big learning curve for developers.

“There is far less as a developer you can control in a user’s environment in AR, and you have to find a way for every gameplay situation to work in every real world location,” he said.

Trixi Studios started this year with a handful of people. The studio is self-funded. Sineni is also cofounder at Phosphor Games, a separate company that created the hit Brookhaven Experiment on Steam and PSVR.

“We really believe AR will permeate everything we do, and very few companies are tackling making polished, non-prototype games for it,” Sineni said. “We started Trixi to pioneer AR and wanted to discover the ways AR will work with games.

“There aren’t enough good game developers taking AR seriously enough. We are trying to push this envelope and move the industry forward. AR is fulfilling that dream of every kid who wish they saw a laser beam fire out of their toy gun, or wished that magical creatures really were all around you. AR really does have that potential to bring fantastical things to your everyday.”

This post by Dean Takahashi originally appeared on VentureBeat. 

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5 Talks You Won’t Want to Miss at VRDC This Week

5 Talks You Won’t Want to Miss at VRDC This Week

October insanity might be over, but there’s no rest for the VR industry this week. The inaugural Virtual Reality Developers Conference (VRDC) is kicking off tomorrow at the Park Central Hotel in San Francisco. The two-day event is essentially a mini-GDC, focused exclusively on VR headsets and related technologies.

We’re going to be at the show and will have plenty to report on, but in the meantime there’s a busy schedule of talks and workshops for you to study. There’s too much going on for any one person to see everything, so we’ve gone through and highlighted the five don’t miss talks that are sure to be filled with juicy news and insights for anyone attending.

Making Daydream Real – Building for Google’s New VR platform

When?: November 2nd, 3:30pm
Where?: Standford, Level 3
Who?: Nathan Martz, Product Manager, Google
What?: We’re just days away from Google Daydream delivering a brand new ecosystem to what will hopefully one day be millions of smartphone owners. Get in on the ground floor with this talk from Martz, who will tell you how to get to grips with the new platform including working with Google VR SDKs for Android, Unity, and Unreal.

Applications of Eye Tracking in Virtual Reality

When?: November 3rd, 10:15am
Where?: Franciscan Ballroom, Level 3
Who?: Tom Sengelaub, Manger Solution Delivery, SMI
What?: Eye-tracking is a hot topic in VR right now, as it’s essential to the future of the technology. We need it for foveated rendering and realistic avatars, but there are more uses beyond that. SMI has been working with the tech for a while now, and will be discussing some of these applications in this session. It’s the only one at VRDC to specifically focus on eye-tracking, so make sure not to miss out if you’re interested in the future of VR.

Smartphone AR, Tango, and You

When?: November 3rd, 10:15am
Where?: Standford, Level 3
Who?: Jason Finder, Software Engineer, Google
What?: Google Tango had an info blowout today with the launch of its first compatible smartphone, the Lenovo Phab Pro 2. Here, you’ll learn to make your own apps for the 3D scanning device, which may one day be delivering some important innovations in the VR space. This is an important area to come to understand as mobile VR grows in popularity.

Beyond Games: VR as the Next Mass Medium

When?: November 3rd, 1:45pm
Where?: Standford, Level 3
Who?: Rikard Steiber, SVP of Virtual Reality at HTC Vive and President of Viveport, HTC, Thor Gunnarsson, Co-founder, Solfar, and Chip Sineni, Director, Phosphor Games
What?: As with most other VR headsets, the HTC Vive is primarily considered as a gaming peripheral right now, but the rise of experiential pieces is quickly changing that perception. Here, HTC’s President of Viveport, the company’s non-gaming app store, discusses the future of these types of experiences with Thor Gunnarsson of Solfar, the developer of EVEREST VR. They’re also joined by Chip Sineni of Phosphor Games, the creator of one of Vive’s best games, The Brookhaven Experiment.

Hand Tracked Controls: Design and Implementation for Serious VR

When?: November 3rd, 2:30pm
Where?: Metropolitan III, Level 2
Who?: Matt Newport, CTO, Osso VR
What?: Just as with eye-tracking, hand-tracking is an important part of VR’s future, though the role that it will play is yet to really be determined. With so many issues facing the tech right now, we’ll need some big breakthroughs before implementation can be seriously considered. Still, in this session you can get an idea of some of the uses cases for the tech.