Designing for Kinect
It’s been a pretty busy week here at Twisted Pixel. We announced The Gunstringer, and the positive reaction we received has been really great and heartening – thanks everyone for your support! If you’re still catching up on the newspocalypse from last week, I’d recommend Russ Frushtick‘s great summary on MTV Multiplayer, as well as our fearless CEO Mike Wilford’s quick interview with Brad Nicholson on Giant Bomb
One common theme in all of the questions has been “how does the game control?”. Is it similar or different to our other games? Do I have to use my whole body? Why is this a game that only works on the Kinect? All of these are good questions that aren’t answered in quick snippets of gameplay.

From the start of development on The Gunstringer, we’ve focused on getting across the feel of puppeteering as well as the feel of being an awesome kickass undead cowboy. It’s really only something we could do with the Kinect sensor for two big reasons: pure analog actions and full skeletal data.
There are two exceptions to this: mouse control and accelerometer control.
Mouse control is a great example of analog control, but it’s only really great as a target acquisition device and not a movement device because of the way it moves – there’s no “null zone” to rest your movement in. Because of that, it’s very easy for you to creep out of a reference position over time if you’re using it for anything besides targetable movement.
Accelerometers try to solve this, but at the end of the day you’re dealing with interpreting a single point of data floating in the air. For most developers, the simple way to interpret that data is to build a library of gestures, then record every possible movement of that single reference point, then match the player’s movement to that library to trigger a binary gesture. You’re essentially trying to map binary actions to analog movements, at which point you could play the game with a controller. Gesture libraries and waggle are the designer’s way to fit a square binary peg into a round analog hole.
Then, there was Kinect. Like most new human computer interfaces, working with the Kinect requires you to rethink and relearn all of the interaction rules and behaviors that you’ve learned previously. We spent a lot of time with various prototypes trying to figure out what was fun and what didn’t work, and over the course of many (and I mean many) iterations we found a bunch of really cool things that the Kinect sensor does really well.

One great lesson we learned from our Kinect prototyping: because it’s reading in information about your body and not just a point, we can get the information of where your points are in real terms. “Your hand is stationary next to your hip” is incredibly more useful than “this dot of information isn’t moving”. Because your limbs have natural resting positions and extents, you also get the same benefits of Fitts’ Law that you’d get with a physical device like a thumbstick!
If you try to apply normal game mechanics that uses binary actions to this analog system though, you have the same waggle problems as using accelerometers. But, if you design your controls for true analog inputs instead, you can really make something new and inventive.
This is what we set out to do with The Gunstringer. Marionetting isn’t about binary actions like “move in this direction at x speed”, it’s about the analog feel of a puppet. Because of that, we ended up building a unique control system that uses your hand, wrist, arm and shoulder to determine how to move the Gunstringer through the environment.
Having that whole tree of skeletal information allows us to make really unique decisions. We know where your hand is relative to your shoulder and body, so you can move the Gunstringer anywhere along the screen just by moving your hand to that location instead of doing the “move left, move left, no move right, okay stop” shuffle that you’d have to do with an analog stick or D-Pad.
This isn’t limited to movement, either. Since we know how your entire arm from your hand to your shoulder is moving, we can accurately extrapolate what you’re aiming at with your hands, and place the reticle exactly where you’re pointing. It allows you to do either huge swipes with your hand, or smaller, more precise movements to target something specifically.
It also allows us to implement a real “fire” command using your arm without it conflicting with the hand movements you need to mark targets to kill. Our fire action involves literally firing your six shooter as if you just felt recoil in your arm. Because we can look at the full arm instead of just a point, we can tell the difference between the player firing a gun and the player just moving the reticle upwards.

In layman’s terms: you get to pew pew enemies with your hands.
All of this comes together to form a core gameplay experience that’s really awesome, and something that’s really unique and not like anything else you’ve played in a single game before. I still get a stupid grin on my face when I dodge a couple of chasms by throwing around the Gunstringer, then tag six puppet guys to kill by swiping over them, then fire my six shooter cap gun to take them all out in a mess of wood and stuffing explosions.
If you’re coming to PAX East, you can try this first hand at our booth #723! We’d love to see you there!
-Dan
Copyright ©2011 Twisted Pixel Games, LLC. All Rights Reserved
February 09, 2011 at 6:12 pm, Twisted Pixel’s Dan Teasdale talks designing ‘The Gunstringer’ for Kinect | xblafans.com said:
[...] revealed more about the process of designing The Gunstringer for Kinect. On the game’s official blog Teasdale speaks of Kinect’s ability to be much more than a conventional gamepad or keyboard [...]
February 09, 2011 at 7:05 pm, Eddie said:
Really interesting to hear about Kinect from a design point of view, it’s clear to see that you’ve got some really innovative ideas. The idea of using a marionette is a great way of combining player interaction with gameplay.
Look forward to further blog posts!
February 09, 2011 at 8:24 pm, Luca Zanzi said:
“If design chit-chat makes your eyes glaze over…”
I wouldn’t know Java from C it you tattooed it on my forehead, but know what? As a Human Factors engineer, I was drooling while reading this post.
I’ll definitely stop by your booth, worship some more, and I hope not to bore you too much if I start shooting questions on the design process =D
February 10, 2011 at 1:57 am, Anonymous said:
[...] tornando in thread qualche info sul metodo di controllo del titolo di Twisted Pixel Designing for Kinect | Twisted Pixel Games [...]
February 10, 2011 at 9:43 am, Jose Jorge Enriquez said:
Nice post, I haven’t thought of analog sticks and accelerometers that way.
This is a game I’m really willing to try. The trailer showing Six Axis, Wiimote and keyboard as “not the correct” interface for your game was great, I can’t wait to try “the feel of puppeteering” myself, unfortunately I’m from Mexico and can’t attend the PAX, but anyway, I’ll be looking forward to read/hear people’s impressions, keep up with the good work.
February 10, 2011 at 2:20 pm, Eileen said:
Thank you for spending some time to describe the terminlogy for the starters!
February 10, 2011 at 4:11 pm, Tweets that mention Designing for Kinect | Twisted Pixel Games -- Topsy.com said:
[...] This post was mentioned on Twitter by Dan Teasdale, Ben Tripp and D6G News Feed, Russ Wakelin. Russ Wakelin said: Gunslinging with your fingers? Sing me up! Pew Pew! #Kinect Cowboy http://bit.ly/i7X9l1 [...]
February 10, 2011 at 5:10 pm, The Gunstringer: Puppet Master 101 | KINECT Games News | Kinect GAMES List | Kinect Forum | Reviews said:
[...] themselves:In layman’s terms: you get to pew pew enemies with your hands.Will you?Source: TwistedPixel [...]
February 10, 2011 at 5:11 pm, Jon Mull said:
Sounds great! Thank you for the insight Dan. I’m looking forward to trying it out at pax east.
February 11, 2011 at 4:16 am, Twisted Pixel on The Gunstringer’s gesture controls, how they’re not waggle | Wouldyoukindly.com said:
[...] without a controller getting in the way. And you’ll be able to stand up, too! Taking to the dev blog, Twisted Pixel’s Dan Teasdale expounds on the various control methods available today, and [...]
February 11, 2011 at 4:33 am, Twisted Pixel on The Gunstringer’s Kinect aiming (and shooting!) mechanics said:
[...] a western about undead puppets. As for the you-are-the-controller part, Twisted Pixel designer Dan Teasdale offers up a lengthy explanation on the studio’s dev [...]
February 11, 2011 at 7:46 am, Twisted Pixel on The Gunstringer’s Kinect aiming (and shooting!) mechanics | Death By Cucumber News said:
[...] a western about undead puppets. As for the you-are-the-controller part, Twisted Pixel designer Dan Teasdale offers up a lengthy explanation on the studio’s dev [...]
February 11, 2011 at 10:56 am, codejoy said:
I cannot wait for this game, it could be the killer app for the kinect.
February 11, 2011 at 11:52 am, Twenty1 said:
And another one…I’m a big fan of Twisted Pixel…love all their games. This was a great post as I am highly interested and will be following the blogs regarding the new game. Thanks
February 12, 2011 at 10:26 am, The Gunstringer: Puppet Master 101 | KINECT Games News | Kinect GAMES List | Kinect Forum | Reviews said:
[...] TwistedPixel This entry was posted in Kinect Games, Xbox Kinect News and tagged Control Scheme, controller, [...]
February 16, 2011 at 12:34 pm, The Gunstringer confirmed as an XBLA title | xblafans.com said:
[...] for Kinect. We’ll post news as it develops. In the meantime check out the game’s development blog to find out more. Tags: Kinect, the gunstringer, twisted pixel [...]
February 16, 2011 at 3:58 pm, Jamboree In The Hills said:
Awesome post. Do you mind if I ask what your source is for this information?
February 16, 2011 at 4:02 pm, Gunstringer: How Do You Get Your Piece of Wood to Shoot? | Computer Gamers said:
[...] Pixel answers that question, and also discusses what its like designing for the Kinect in his blog post. [...]
February 16, 2011 at 10:09 pm, Gunstringer controls explained said:
[...] “In layman’s terms: you get to pew pew enemies with your hands,” Dan Teasdale wrote in a post on the Twisted Pixel blog. [...]
February 17, 2011 at 12:03 am, john jack said:
I BUY ALL UR GAEMS BECAUSE U R AWESOME!
I WILL NOT HESITATE TO BUY THIS 2!
I WUV TWISTED PIXEL AND THEIR MANY BEARDED MASCULINE MANLY-MAN!
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February 17, 2011 at 5:37 am, Javitxu said:
Great Job! Tomorrow I will upload the full article in Spanish (in xboxgo.es)for Xbox users can know what may offer Kinect. Good luck with the project!
February 23, 2011 at 1:02 am, Dinheiro Fácil said:
Tudo Bem? interessante este blog está muito estruturado………Boa pinta :/
Gostei muito faz mais posts deste modo !!
March 03, 2011 at 6:07 pm, Albert H said:
Hrm. My previous comment did not show.
I meant to say that I wish I made it to the Paramount theater event, and I hope to see how this game pushes the available Retail Kinect technology forward. I heard it is the most intuitive Kinect title yet.
March 08, 2011 at 5:19 pm, Minecraft said:
It’s interesting to see this point of view. I can’t say fore sure if I agree or not, but it is something I will think about now.
March 08, 2011 at 7:02 pm, CamAmateur said:
what a beautiful article unlike many other articles with all the spam i had to skipp today
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March 20, 2011 at 11:23 pm, Aaron Johns said:
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