Use the power of your eyes to levitate stones and stack them as high as you can!
In this relaxing concentration game you can use the unique power of telekinesis to overcome all challenges.
But be careful! Don´t let your gaze wander uncontrollably.
This game was developed by a team of 5 students of the HTW Berlin in 13 days.
In this relaxing concentration game you can use the unique power of telekinesis to overcome all challenges.
But be careful! Don´t let your gaze wander uncontrollably.
This game was developed by a team of 5 students of the HTW Berlin in 13 days.
EYETRACKING AS A PRIMARY INPUT
The development of Stonesight was a very valuable experience for me. I learned how to work with a new input method and how this influences the design process and the final product. As an effect of exclusively using an eye tracker, I’ve also got great insight into how people percieve video games differently, which visual elements are pleasing or distracting, and how to avoid motion sickness and straining the players' eyes.
The short timeframe of this project also forced us as a team to make decisions quickly and structure our workflow effectively. As a team of five, good communication and time management were essential to make the most out of the three weeks. We had a clear division of tasks and picked up leftover work independently, ensuring that nobody got overworked or had nothing to do.
This structure also included having to "kill our darlings" from time to time. We worked on many different elements, which we later discovered didn't fit into our concept or were distracting and thus were cut from the game. At one time, we also began to lose track of the calming, meditative atmosphere and took a step back to focus on the essentials of our game. As a result, we successfully maintained our core focus on creating a calm and meditative atmosphere throughout the entire project, and we are pleased with how it has been implemented.
The development of Stonesight was a very valuable experience for me. I learned how to work with a new input method and how this influences the design process and the final product. As an effect of exclusively using an eye tracker, I’ve also got great insight into how people percieve video games differently, which visual elements are pleasing or distracting, and how to avoid motion sickness and straining the players' eyes.
The short timeframe of this project also forced us as a team to make decisions quickly and structure our workflow effectively. As a team of five, good communication and time management were essential to make the most out of the three weeks. We had a clear division of tasks and picked up leftover work independently, ensuring that nobody got overworked or had nothing to do.
This structure also included having to "kill our darlings" from time to time. We worked on many different elements, which we later discovered didn't fit into our concept or were distracting and thus were cut from the game. At one time, we also began to lose track of the calming, meditative atmosphere and took a step back to focus on the essentials of our game. As a result, we successfully maintained our core focus on creating a calm and meditative atmosphere throughout the entire project, and we are pleased with how it has been implemented.
FUTURE POTENTIAL
Stonesight showcases the potential of eye tracking as a primary input method in gaming. Eye tracking offers an immersive and intuitive input method that remains largely unexplored in the gaming market. By utilizing small game projects like Stonesight, we can pave the way for an entirely new way of playing games. When surveying the games market, it becomes evident that the options for games playable without haptic input are almost non-existent. This scarcity is primarily attributed to limited accessibility to the required technology. However, by fostering public interest and investment in advancing this technology, as well as supporting games like Stonesight, we can lead the industry towards a more diverse and inclusive future. In such a future, players of all abilities will be able to enjoy immersive experiences. |
Game Showcase
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DETAILS
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Genre:
Engine:
Platform:
Controls:
Developer:
Team Size:
Dev.Time:
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Eyetracking Puzzle Game
Unity
Windows PC
Tobii Eyetracker
Team FrOsFaLeLu - Studends Project at HTW Berlin
5
13 Days
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