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Export 3D content to USDZ file and View it using AR Quick Look

In this video, I will show you how to create your own 3D model quickly, export it as USDZ file and view it on your device. I wanted to check out how easy it is to share a 3D content using usdz on my blog. First, I needed a 3D tool that allows me to […]

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Designing Great Mixed Reality Games – Part 4: Field of View (FOV)

In this Part 4 of my Designing Great Mixed Reality Games” series I will talk about the Magic Leap One Field of View and Viewing Frustum and how to design your game so it works in synergy with the Magic Leap One Viewing Frustum, how to reduce stimuli of clipping virtual object, how to design […]

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Designing Great Mixed Reality Games – Part 3

When we design games, knowing what input methods are available for the user to interact in the game, can dictate how we design certain parts of the game and how we make sure that the control scheme is applied in a way that it’s the most comfortable, and accessible to players who are going to be […]

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Designing Great Mixed Reality Games – Part 2

One of the great things about the Magic Leap One is the ability of the headset to mesh the environment around you. As the Magic Leap One Creator Edition is designed mainly for indoor use, it will probably be a room or an office where you or your users will be playing the game. Taking advantage […]

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Designing Great Mixed Reality Games – Part 1: Making Great First Impressions

I’ve just finished reading those three sections on the Magic Leap Creator portal: “Core Mixed Reality Principles” and “MR Interaction Goals”, and “New Experience Consideration for MR”. This gave me a good initial understanding of some of the mixed reality design principles and considerations when developing different types of apps for the Magic Leap One […]

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Designing Great AR Games: Tips & Suggestions – Part 10

I’ve bee playing quite a lot of VR games in the past couples of years. When I start getting involved in AR, I was interested to know how what type of controllers and physical accessories will be used in AR to make user interaction with those AR experiences more exciting for users. In this part […]

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Designing Great AR Games: Tips & Suggestions – Part 9

Looking at many of the games that I’ve reviewed shows some very diverse gameplay experience, including FPS, puzzlers, arcade, simulators, target throwing/shooting, tower defense and others. It’s great to see that AR allows game developers to deliver many types of gameplay experiences. Some of those are similar to standard mobile games, others were only possible […]

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Designing Great AR Games: Tips & Suggestions – Part 8

In this blog post, I want to go over some of the greatest AR games that I’ve played and see what, for me, made each one and one of them so fun and great to play. If you are a developer, I think you’ll find this post informative and inspirational. Because AR is still a […]

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Designing Great AR Games: Tips & Suggestions – Part 7

In Part 4 of my guide, I’ve talked about the importance of understanding the AR medium in order to be able to deliver unique and interesting AR experiences, not just for games but many different types of AR experiences. Even then, considering how AR Frameworks work at the present, it’s important to works towards a […]

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Designing Great AR Games: Tips & Suggestions – Part 6

Looking back at many of the AR games and apps that I’ve used as well as my own feelings and impressions, brings up an interesting insight. In this Part 6 of my “Designing Great AR Games: Tips & Suggestions” guide I talk about how to evoke player’s emotions and enhance the gameplay experience of your […]