GOFL

Golf in augmented reality

Details

GOFL is a prototype exploring hyper-local user-generated content and shared XR gameplay. We collaborated with Niantic to leverage their cutting-edge development tools to play mini-golf courses in real-world locations.

This was primarily an explorative research project. We aimed to explore the possibilities with current technology, envisioning what XR user-generated gaming content could look like and how users might discover, build, and share courses in the real world and where this could lead in the near future.

As a technical artist and course designer on this project, I helped develop the look of the courses and pieces as well as the course designs. We also organised a GOFL tournament, where I led the project, discovering sites, building courses, and managing production.

GOFL is a prototype exploring hyper-local user-generated content and shared XR gameplay. We collaborated with Niantic to leverage their cutting-edge development tools to play mini-golf courses in real-world locations.

This was primarily an explorative research project. We aimed to explore the possibilities with current technology, envisioning what XR user-generated gaming content could look like and how users might discover, build, and share courses in the real world and where this could lead in the near future.

As a technical artist and course designer on this project, I helped develop the look of the courses and pieces as well as the course designs. We also organised a GOFL tournament, where I led the project, discovering sites, building courses, and managing production.

GOFL is a prototype exploring hyper-local user-generated content and shared XR gameplay. We collaborated with Niantic to leverage their cutting-edge development tools to play mini-golf courses in real-world locations.

This was primarily an explorative research project. We aimed to explore the possibilities with current technology, envisioning what XR user-generated gaming content could look like and how users might discover, build, and share courses in the real world and where this could lead in the near future.

As a technical artist and course designer on this project, I helped develop the look of the courses and pieces as well as the course designs. We also organised a GOFL tournament, where I led the project, discovering sites, building courses, and managing production.

Services

Technical Art

Prototyping

Year

2024

A shot taken during one of our open studios, where we hosted smaller tournaments to conduct user testing. This allowed us to gather feedback on the experience and stress test the project.

A shot taken during one of our open studios, where we hosted smaller tournaments to conduct user testing. This allowed us to gather feedback on the experience and stress test the project.

A shot taken during one of our open studios, where we hosted smaller tournaments to conduct user testing. This allowed us to gather feedback on the experience and stress test the project.

Much of my work on this project involved bringing GOFL to life through technical art. I developed shaders to reveal scan boundaries, visual effects and animations for the ball interacting with obstacles, and animated textures on the obstacles to guide the player. This aspect of the project was particularly rewarding, as it brought the courses to life and made them responsive to the player's progress.

It was a long process to make GOFL enjoyable despite technical restrictions. We went through many iterations of obstacle types, ball sizes, and visual designs to ensure the pieces felt integrated into the world while remaining clear and easy to see.

Much of my work on this project involved bringing GOFL to life through technical art. I developed shaders to reveal scan boundaries, visual effects and animations for the ball interacting with obstacles, and animated textures on the obstacles to guide the player. This aspect of the project was particularly rewarding, as it brought the courses to life and made them responsive to the player's progress.

It was a long process to make GOFL enjoyable despite technical restrictions. We went through many iterations of obstacle types, ball sizes, and visual designs to ensure the pieces felt integrated into the world while remaining clear and easy to see.

Much of my work on this project involved bringing GOFL to life through technical art. I developed shaders to reveal scan boundaries, visual effects and animations for the ball interacting with obstacles, and animated textures on the obstacles to guide the player. This aspect of the project was particularly rewarding, as it brought the courses to life and made them responsive to the player's progress.

It was a long process to make GOFL enjoyable despite technical restrictions. We went through many iterations of obstacle types, ball sizes, and visual designs to ensure the pieces felt integrated into the world while remaining clear and easy to see.

Credits