Twister Air is an augmented reality take on the classic 1960s game by Hasbro. I was part of a small dev team at Left Field Labs who worked for six months to bring the game from the prototyping phase (which had been completed by IDEO) to a released commercial product. In Twister Air, two players (or teams of players) wear colored wrist and ankle bands so that their body movements can be tracked onscreen as they hit various spots and poses to score points in the game. In multiplayer modes, players are also asked to do things like rapidly swap places on-screen and occasionally overlap with each other, working together to hit more complex poses, as an additional challenge. The game also features an “Arms-Only” mode that is played seated, ideal for those in smaller spaces or with limited mobility.
In addition to being the primary dev on the project who stayed on through every phase of development squashing bugs and making UX/UI revisions at the client’s request based on play testing, my primary contributions to the project were on gameplay scripting, including sourcing and validating a rhythm game framework (Koreographer) to build the game upon, while the other devs focused on the skeleton tracking, color band calibration and level editing verticals.
Twister Air is on sale at Amazon, Target and other major retailers now!