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Accidental Picasso: A social multiplayer game on the Apple Vision Pro
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Players take turns to ask AI to generate a 3D model they can use as reference
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Time to create your masterpiece! You can view your opponent's progress in real time
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A "palette", i.e. hand menu, you can use to create different shapes with different colors
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Create your sculpture using only primitive shapes
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You can scale, rotate, and move your shapes to your heart's desire!
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At the end, debate with your friends to argue over which sculpture is bestand vote for the sculpture you love the most to see who wins
What we built
We built Accidental Picasso 🎨🖌️, a multiplayer social game on the Apple Vision Pro with text-to-3D AI where players race against time to sculpt masterpieces from simple shapes. Each round, someone throws out a wacky prompt to our text-to-3D AI, which generates a model that everyone then uses as a reference for their 3D masterpieces. Throughout the game, players can chat, bond, and see each others’ masterpiece-in-progress. Once the time’s up, players debate about why their creation reigns supreme and the winner is decided based on a voting system. So even though one player can make something almost identical to the AI-generated reference model, maybe the other one created an abstract interpretation of it - and it's up to the players to decide and vote on which sculpture they like the most!
We created custom sound effects, 3D text assets, copywriting, and the logo to capture the lighthearted, playful emotion of the game. It's hard to get bored of this game because features like using AI to generate the 3D reference model and the players’ creativity keep this game refreshing and introduce an element of surprise at each round.
How we built it
We used Apple’s developer ecosystem (Xcode + RealityKit + SwiftUI) to build the app and Luma for the 3D model generation. We used a Node.js backend and Swift client to support real-time communication for our multiplayer function. We also used Figma to create the app icon.
Angelica worked on the system control, gameplay, and design, and Cheng-Wei worked on the multiplayer support, voting system, and AI-generated models.
Other notable implementation details:
- Sound effects: It is interesting how much of a difference sound can make for the user experience of AR/VR apps, especially for those without haptic feedback. We actually used our voices to create all the sound effects in the game.
- 3D text assets: we used gravity sketch and exported those 3d models into the project
- Copywriting: we used terminologies commonly used in art like "masterpiece" to describe the player's sculpture, and "palette" to describe the user's hand menu.
- Background music:
- Fluffing a Duck Kevin MacLeod (incompetech.com). Licensed under Creative Commons: By Attribution 3.0 License. http://creativecommons.org/licenses/by/3.0/ Music promoted by https://www.chosic.com/free-music/all/
- Come Play with Me, Kevin MacLeod (incompetech.com). Licensed under Creative Commons: By Attribution 3.0 License. http://creativecommons.org/licenses/by/3.0/ Music promoted by https://www.chosic.com/free-music/all/
Links
- Demo Link: https://drive.google.com/drive/folders/1gr4UmwGrcTtDNtpa4_x2TOAe8z1wP1gb?usp=sharing
- Google form to get testflight access to our app: https://forms.gle/nbf3RYVQYmbV9exz8
Built With
- augmented-reality
- javascript
- luma
- ngrok
- node.js
- realitykit
- socket.io
- swift
- swiftui
- visionos
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