
Squidball 2004 Technology
As a part of the development process, Squidball has been documented for scientific and research purposes. Here you will find more information about the development process. From the start to the final presentation, Squidball was the work of a dedicated team with many successes and some setbacks.
The following paper was written as a scientific paper published and submitted to SIGGRAPH 2004, follows the team as they strive to create a gaming experience for an audience of 4,000 at SIGGRAPH 2004: Motion to Play: Designing a Large-Scale Motion Capture Game.
Shorter Paper published at Proc. Intelligent Technologies for Interactive Entertainment (INTETAIN) 2005, Springer Lecture Notes in Artificial Intelligence: Squidball: An Experiment in Large-Scale Motion Capture and Game Design
And here is the accompanying documentation video: Squidball Documentation MPEG4 (Edited by Kevin Feeley)
For an in-depth look at the development process, we have provided detailed documentation following the challenges and discoveries of Squidball. Also, this information can be viewed in a Power Point Presentation by clicking on the link: Squidball Power Point Presentation
Squidball 2010 Technology
In 2010 the Squidball team significantly upgraded the motion capture hardware and software platform, and added many new games. We now have several systems to deploy, from a state-of-the-art multi-camera high-speed motion capture game for very large spaces to an easy light-weight system with very short setup time. We also opened up our gaming platform API to the community, so everybody can contribute new games for our events. Click here for our API


