Game Design Document - RutgersGRID/DanceAutism GitHub Wiki
BrainDance Game - Game Design Document
Based on BrainDance developed by Anne Green Gilbert © 2000
Icons by Alecia Rossano © 2000
1. Game Overview
1.1 High Concept
BrainDance Game is an educational, therapeutic rhythm-based game that uses camera-based motion tracking to guide players through Anne Green Gilbert's BrainDance movement patterns, specially designed for neurodivergent individuals with varying degrees of mobility.
1.2 Game Pillars
- Movement Education: Teaching fundamental movement patterns based on developmental neurology
- Accessibility: Ensuring players of all abilities can engage meaningfully
- Positive Reinforcement: Emphasizing progress and creativity rather than competition
- Sensory Consideration: Providing customizable sensory experiences
- Therapeutic Value: Supporting physical and cognitive development through structured movement
1.3 Target Hardware
- Standard computers/laptops with webcams
- No specialized gaming hardware required
- Minimum recommended camera resolution: 720p
- Optional: External webcam for better tracking
2. Gameplay and Mechanics
2.1 Core Gameplay Loop
- Player selects a BrainDance pattern (Cross Lateral for vertical slice)
- Game demonstrates the movement pattern using visual guides and Laban notation
- Music begins and player mirrors the movements
- System tracks player movement and provides real-time feedback
- Player earns points and progress tracking based on movement quality
- Session ends with celebration of accomplishment and unlocking of progress
2.2 BrainDance Patterns Implementation
Vertical slice will focus on the Cross Lateral pattern:
Cross Lateral Pattern:
- Description: Movements that cross the body's midline, connecting opposite sides (e.g., right arm to left knee)
- Educational Value: Integrates right and left brain hemispheres, develops complex thinking
- Implementation Details:
- Body points tracked: shoulders, elbows, wrists, hips, knees, ankles
- Key movements: arm-to-opposite-knee touches, cross-body reaches, marching with opposite arm/leg coordination
- Difficulty progression: seated → standing → moving through space
- Scoring focus: Cross-midline achievement, rhythm synchronization, range of motion
2.3 Movement Detection System
- Pose Detection Algorithm: Implementation of skeletal tracking to identify key body points
- Movement Assessment:
- Pattern recognition comparing player movements to expected patterns
- Tolerance settings adjustable based on player ability
- Recognition of effort and intent rather than perfect execution
- Feedback Mechanisms:
- Visual indicators showing successful movements
- Positive audio cues for encouragement
- Progressive visual effects tied to successful movement sequences
2.4 Progression System
- Point Collection: Points awarded for movement attempts, not just perfect execution
- Achievement Tracking: Visual record of completed activities and patterns
- Difficulty Scaling: Adaptive difficulty based on player performance
- Milestone Celebrations: Special recognition for progress achieved
2.5 Customization Options
- Movement sensitivity adjustment
- Visual effect intensity controls
- Music volume and effects volume separate controls
- Instruction delivery options (visual, audio, or both)
- Color scheme options for visual accessibility
3. Technical Specification
3.1 Unity Implementation
- Version: Unity 2022 LTS
- Key Packages:
- ML Agents for movement analysis
- Cinemachine for camera handling
- TextMeshPro for accessible text rendering
- Unity UI for interface elements
3.2 Motion Capture Technology
- Camera Input Processing:
- Frame rate requirements: minimum 30fps
- Resolution requirements: minimum 720p
- Lighting recommendations for optimal tracking
- Pose Detection:
- Skeleton tracking points: 17 key points
- MediaPipe or similar framework integration
- Calibration system for different body types and mobility ranges
- Data Processing:
- Real-time analysis of joint positions and angles
- Movement pattern matching algorithms
- Temporal analysis for rhythm synchronization
3.3 User Interface Architecture
- Screen Flow:
- Main Menu → Tutorial → Hub/Level Selection → Activity → Results → Hub
- UI Components:
- Clear, large buttons with consistent placement
- Visual and text feedback combined
- Progress indicators always visible
- Settings accessible from all screens
- Accessibility Considerations:
- Screen reader compatibility
- Keyboard/alternative input support
- Color blindness accommodations
4. Audio Design
4.1 Music System
- Composition Style: Original music by Aaron Vaders-Collins
- Implementation:
- Layered stems for adaptive audio
- Tempo-matching for movement synchronization
- Dynamic mixing based on player actions
- Cross Lateral Musical Themes:
- Distinctive melodic motifs for movement patterns
- Rhythmic elements emphasizing cross-body coordination
- Progressive energy building with successful movements
4.2 Sound Effects
- Feedback Sounds:
- Positive reinforcement for successful movements
- Gentle guidance for missed attempts
- Achievement celebration sounds
- Interface Sounds:
- Clear, non-startling navigation sounds
- Volume adjustable separately from music
- Option to disable certain categories of sounds
5. Visual Design
5.1 Art Direction
- Overall Style: Clear, clean visuals with minimal distraction
- Color Palette:
- Primary scheme: Calming blues and greens
- Alternative palettes for different sensory preferences
- High contrast options for visibility
- Character Representation:
- Abstract or simplified character designs
- Option for skeletal representation only
- Diverse representation in any human figures
5.2 Laban Notation Integration
- Implementation of movement symbols as visual guides
- Symbol highlighting coordinated with expected movements
- Tutorial explaining symbol meanings
- Option to adjust symbol visibility and size
5.3 Interface Design
- Large, clear touch targets
- Consistent placement of navigation elements
- Progress visualization that's encouraging rather than judgmental
- Visual schedules showing session structure
5.4 Animation
- Smooth transitions between screens
- Clear demonstration animations for movements
- Celebratory animations scaled to avoid sensory overload
- Option to reduce animation intensity
6. Player Experience
6.1 First-Time Experience
- Welcoming introduction explaining the purpose
- Simple calibration process
- Initial accessibility settings configuration
- Guided tutorial for Cross Lateral pattern
- Immediate positive feedback for any attempt at movement
6.2 Session Structure
- Clear beginning and end points
- Predictable flow through activities
- Visual timer/progress indicator (optional)
- Natural breaks built into the experience
- Session length appropriate for attention span considerations
6.3 Feedback Systems
- Real-time visual feedback on movement
- Encouraging audio guidance
- End-of-session accomplishment summary
- Progress tracking visualization
- No negative feedback or failure states
7. Development Roadmap
7.1 Vertical Slice Deliverables
- Functioning Cross Lateral pattern detection
- Complete UI flow from main menu through activity completion
- Implemented point collection and progress tracking
- Full integration of musical elements
- Basic customization options
7.2 Technical Milestones
- Camera input and calibration system
- Pose detection algorithm implementation
- Movement pattern recognition for Cross Lateral
- UI framework implementation
- Audio integration
- Testing and refinement
7.3 Future Expansion
- Implementation of remaining seven BrainDance patterns
- Enhanced customization options
- Expanded musical library
- Potential multiplayer or shared experience features
- Data collection for therapeutic assessment (with appropriate privacy controls)
8. Appendices
8.1 BrainDance Pattern Details
[Detailed descriptions of all eight BrainDance patterns with specific implementation notes]
8.2 Laban Notation Reference
[Visual guide to Laban notation symbols used in the game]
8.3 Technical References
[Links to documentation for key technologies and frameworks]
8.4 Accessibility Guidelines
[Specific standards and best practices being followed]