In making of the game, in order to achieve smooth eye-directed character navigation, the two-dimensional eye tracking data is mapped to three-dimensional vectors to control the character in a auto-generated maze. A randomized depth-first-search algorithm is used to generate the maze of any wanted size and an a pathfinding algorithm is used for the AI ghost.
What did people have to say after playing the game?
Over all, the response to the game was positive. During the BVW event at Carnegie Mellon Univeristy the game received a great amount of praise from people playing it for the first time. People were impressed at the game mechanics and game play flow. It certainly peaked the interest of many of the people in attendance and most importantly it was very fun to play!
About The Developers
Programmer:Robin Li Robin (Ruobing) Li is a programmer in Carnegie Mellon University’s Entertainment Technology Center. He is passionate about innovative Human Computer Interfaces like Eyetracking, EEG, his research interests also include Game AI, Computer Graphics, Machine Learning and Robotics. Artist: Yeqing Deng Yeqing Deng graduated with Bachelor of Arts. Currently, she is a graduate student from Entertainment Technology Center, Carnegie Mellon University. She likes executing a collaborative, user-centered design process, in order to shape satisfying experience and meet stakeholder’s value expectations. She wants to construct a better life for people by creating new conversations and shaping new forms of engagement between people and their products, services, and environments. Sound Designer: Seungsuk Cho (webpage currently unavailable) Seungsuk Cho has 6 years of experience in gaming industry as a game designer. Now he is interested in educational and transformational games