CRIMSON BLIZZARD
GAME DEMO WITH INTERACTIVE FACETRACKING
Game Demo developed for the course "Mechatronic Optics"
Harvard University, Graduate School of Design (Fall 2015)
Students: Spyridon Ampanavos, Alkistis Mavroeidi
Advisor: Andrew Witt

Developed with Unity3D Engine Using Microsot Kinect 1.0
CONTEXT
Crimson Blizzard is a 2D game that wants to challenge traditional gameplay interaction through the use of facetracking.
The project was an exploration of how we can map emotions from users faces and remap them to an output, which in our case was the gaming environment.
The game uses the Kinect's facetracking to extract the movement of particular facial features (called Animation Units). After interpreting those movements to emotions, the game reacts to the user's emotional state.
In general, the calmer you are the easier it is to win the game, while the more frustrated, angry or surprised you are, the more obstacles appear in your way.

Gameplay screenshot:
Interactive change of environment conditions, based on the users facial expressions
ONBOARDING SCREENS





GAMEPLAY SCREENSHOTS






FACETRACKING ANALYSIS AND TOOLS













