AR Games

AR games put play into the camera view of a phone or headset, which makes tracking, anchoring and the player's real surroundings part of the design.

Augmented reality work starts where the physical world does. The device has to recognise planes, surfaces and sometimes faces or bodies, place content so it stays where it was put, and keep it stable while the player walks around it. Postings in this area mention tracking and anchors, occlusion, lighting estimation so virtual objects match the room, and the platform frameworks that provide all of it.

The design constraints are unusual. Sessions are short because holding a phone up is tiring, play space cannot be guaranteed, and anything that asks a player to move has to account for traffic, furniture and other people. Battery and thermal limits cap what can be rendered, so performance budgets are tighter than on the same device in a conventional game.

Fully enclosed headset experiences are tagged as VR Games; AR keeps the real environment visible and has to cope with it.

Where these positions are: Potsdam (1 position)