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

  1. Player selects a BrainDance pattern (Cross Lateral for vertical slice)
  2. Game demonstrates the movement pattern using visual guides and Laban notation
  3. Music begins and player mirrors the movements
  4. System tracks player movement and provides real-time feedback
  5. Player earns points and progress tracking based on movement quality
  6. 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 Image

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]