From Bits to Atoms: Creating A Game In The Physical World

Some of you may recall last year’s post about 3D printing and my general disappointment with consumer-grade additive manufacturing technology. This was the start of my year-long quest to turn bits into atoms. Since that time there has been much progress in the technology and I’ve learned a lot about manufacturing. But first, a little about why I’m doing this, and my new project titled: Ether Drift.

Ether Drift AR App

A little over a year ago, I met a small team of developers who had a jaw-dropping trailer for a property they tried to get funded as a AAA console game. After failing to get the game off the ground it was mothballed until I accidentally saw their video one fateful afternoon.

With the incredible success of wargaming miniatures and miniature-based board game campaigns on Kickstarter, I thought one way to launch this awesome concept would be to turn the existing game assets into figurines. These toys would work with an augmented reality app that introduces the world and the characters as well as light gameplay elements. This would be a way to gauge interest in the property before going ahead with a full game production.

A lot of this was based on my erroneous assumption that I could just 3D print game models and ship them as toys. I really knew nothing about manufacturing. Vague memories of Ed Fries’ 3D printing service that made figurines out of World of Warcraft avatars guided my first steps.

3D printers are great prototyping tools. Still, printing the existing game model took over 20 hours and cost hundreds of dollars in materials and machine time. Plus, 3D prints are fragile and require a lot of hand-finishing to smooth out. When manufacturing in quantity, you need to go back to old-school molding.

You can 3D print just about any shape, but molding and casting has strict limitations. You have to minimize undercut by breaking the model up into smaller pieces that can be molded and assembled. The game model I printed out was way too complicated to be broken down into a manageable set of parts.

Most of these little bits on the back and underside would have to be individual molded parts to be re-assembled later--An expensive process!

Most of these little bits on the back and underside would have to be individual molded parts to be re-assembled later–An expensive process!

So I scrapped the idea of using an existing game property. Instead, I developed an entirely new production process. I now create new characters from scratch that are designed to be molded. This starts as a high detail 3D model that is printed out in parts that molds are made from. Then, I have that 3D model turned into something that can be textured and rigged for Unity3D. There are some sacrifices made in character design since the more pieces there are, the more expensive it is to manufacture. Same goes for the painting process–the more detailed the game texture is, the more costly it becomes to duplicate in paint on a plastic toy.

We're working on getting a simple paint job that matches the in-game texture.

We’re working on getting a simple paint job that matches the in-game texture.

So, what is Ether Drift? In short: it’s Skylanders for nerds. I love the concept of Skylanders–but, grown adult geeks like toys too. The first version of this project features a limited set of figures and an augmented reality companion app.

The app uses augmented reality trading cards packed with each figure to display your toy in real-time 3D as well as allowing you to use your characters with a simple card battle game. I’m using Qualcomm’s Vuforia for this feature–the gold standard in AR.

The app lets you add characters to your collection via a unique code on the card. These characters will be available in the eventual Ether Drift game, as well as others. I’ve secured a deal to have these characters available in at least one other game.

If you are building a new IP today, it’s extremely important to think about your physical goods strategy. Smart indies have already figured this out. The workflow I created for physical to digital can be applied to any IP, but planning it in advance can make the process much simpler.

In essence, I’m financing the development of a new IP by selling individual assets as toys while it is being built. For me, it’s also a throwback to the days before everything was licensed from movies or comic books and toy store shelves were stocked with all kinds of crazy stuff. Will it work? We’ll see next month! I am planning a Kickstarter for the first series in mid-March. Stay Tuned to the Ether Drift site, Facebook page, or Twitter account. Selling atoms instead of bits is totally new ground for me. I’m open to all feedback on the project, as well as people who want to collaborate.

Donut Let The Cupcakes Win

I won an award for “Most Entertaining but Least Practical” pitch at Transmedia SF Startup Weekend in San Francisco last weekend. A video of it was posted on YouTube–my pitch starts at 46:00 (clicking play should take you there). It’s about 5 minutes long followed by 2 minutes of Q&A. I’ll let you judge whether it’s practical or not.