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NZGDC 2026 On stage Thursday 1 October, 3:00 PM NZDT

Designing shared worlds across distance

What three multiplayer AR games and 128 players taught me about playing together from apart — and the six rules I'd now build any remote AR game around.

When
Thursday 1 October 2026 · 3:00–3:30 PM NZDT
Where
NZ International Convention Centre, Auckland
Speaker
Dr. Yasas Sri Wickramasinghe · HIT Lab NZ, University of Canterbury
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Found 0/3
You're the Seeker. That orange cone is all your partner ever saw of you in our hide-and-seek study — no avatar, no video. Three objects are hidden the way AR players hid them. Tip look up.
Prologue · the problem

The feature everyone turns off

Pokémon GO has grossed around US$9 billion in ten years. The AR camera is the part players switch off in the settings. Niantic eventually retired the basic AR mode altogether.

~7%of Pokémon GO players say they regularly use the AR camera.Laato et al., 2021
#1reason for turning it off: “It slows me down.”
US$1.4BPokémon GO's best year ever — Jul 2020 to Jun 2021, the year remote play arrived.
AR is usually “a technical gimmick or marketing tool” that could be removed “without substantially altering the experience.”Alha et al., on location-based AR games
Question one

What would it take for AR to be something you can't turn off — because the game doesn't work without it?

Question two

Remote Raids let people act on a place without ever being there. Can two people far apart genuinely feel they share one physical world?

3games
128players
1question

How can AR make meaningful use of the real world for synchronous remote multiplayer play?

UnityNiantic Lightship ARDKLiDAR iPadsRooms scanned with ScaniverseTobii eye-tracking glassesCeiling camerasCo-designed with Niantic Aotearoa, Wellington

So when I say players looked up, they didn't just tell me — I watched their eyes do it.

Chapter one · Show

How do you show someone a place they're not in?

Game 130 playersEntertainment Computing, 2025

One player is outdoors, collecting grass, wood and clouds by pointing the camera at the real thing. Their partner is indoors, under attack, and needs those resources to fight back. We scanned each space with LiDAR and showed the remote room three ways. Same scan, same game, same enemies — only the representation changed.

The portal feels like my friend's space is also part of my real world.Study 1 player
I didn't consciously think about it, that I was actually walking.Study 1 player — the real world had become a resource, not a backdrop
2
Rule two

Scale is presence. Life-size to be there; a window to get things done.

Three screenshots from Game 1: collecting grass from the ground, wood from a tree and clouds from the sky, with a window into the partner's room at the side
The resource mechanic mattered more than any of the visuals. Find the ground to collect grass, a tree for wood, the sky for clouds.
Chapter two · Play

Hide-and-seek, 1,000 km apart

Game 260 playersIEEE VR 2025 · MTI 2025
HIDER

Sees a 1:1 scan of the Seeker's room and places virtual objects anywhere in it, using thumbsticks.

SEEKER

Hunts through the real room with the camera, against a five-minute countdown.

BETWEEN THEM

Voice chat for “hot and cold” — and a moving view-cone showing the Hider where the Seeker is looking. It's the cone you steered at the top of this page.

Three photographs of Seekers holding iPads up in a real room, finding virtual objects hidden on a shelf, above a door and on a desk
Sixty players played this — and real hide-and-seek with real toys, in the same room. For the first time, we could compare the AR version with the thing it imitates.

The room grew a third dimension

AR against real-world hide-and-seek — same 60 players, same room.

ARReal world

Time to hide

AR69s
Real49s

“Fun” (hedonic) score, −3 to +3

AR2.0
Real0.6
−30+3
I had to look above me, behind me, basically everywhere. It was exhausting but fun.Study 2 player
~40%longer to hide in AR — not slow controls, just far more places to hide.
32 of 60players “lost track of time” — with a countdown on screen the whole round.
Samefinding time. Seekers rewired their search strategy within a single five-minute round.
under the deskbehind the chairlow shelf ceiling cornermid-airin the lightup high Seeker gaze band shaded · illustration from observed hiding spots

AR didn't decorate the game. It changed where people look.

Real-world hiders put things under desks and behind chairs. AR hiders went to the ceiling, floated objects in corners, tucked them inside the light fitting.

The eye-tracking showed it too: in the real game, Seekers scanned at waist height. In AR, their gaze scattered upward — doorframes, ceilings, mid-air. Changing where people look changed how they think. That's a mechanic.

The diagram is an illustration of the spots described in the study, not a plot of the data.

15×chosen in AR
vs
1×in real life

Bold, high-contrast objects were chosen 1.6× more often in AR.

The Minion problem

In real hide-and-seek, the most-hidden object was a dull grey koala; the bright yellow Minion was picked once. In AR it flipped — the Minion was picked fifteen times. In a game about concealment, players chose the most visible object in the pool.

“It stood out more, so it was easier to place where I wanted.”

Placement used fiddly on-screen thumbsticks, so players optimised for the controls — even when it made their strategy worse.

Rule five · Players optimise for your controls before your game

Togetherness is cheaper than you think

What made two rooms feel like one? Not photoreal avatars. A grey cone showing where your partner is looking, and a voice line.

Design note. Strangers cut their verbal hints by a third when they moved from real to AR play; friends didn't — and enjoyment was identical. If you're matching strangers, give them more explicit spatial cues.
I live abroad, so it was such a cool way to feel connected to my sister back home.Study 2 player
It felt like we were kids again.Study 2 player
4
Rule four

Ship the cone first. A view-cone and a voice channel buy most of “together”.

Takeaways

Six things I'd build on next time

1

If players can switch the AR off, it isn't a mechanic yet.

Make something the game needs that only AR can do. Pokémon GO players turn the camera off because the game still works without it.

2

Scale is presence.

Life-size when you want players there. A window when you want them to get things done.

3

Break physics on purpose.

The ceiling is the best hiding spot. Mid-air and ceilings were the most-loved thing we built — and the cheapest.

4

A view-cone and a voice channel buy most of “together”.

Sixteen players said the cone was already enough. Ship the cone before you build avatars.

5

Players optimise for your controls before your game.

Watch what they choose to hide, not just how they score. Fiddly input turned a concealment game into a visibility game.

6

Don't choose the pacing. Expose the dial.

Players split almost 50/50 between “give me the clock” and “let me chill”. An optional timer is cheap, and it doubles who the game works for.

Putting my living room in your park is no longer the hard part. Designing the reason to is — and that part is ours.
Watch

See the games being played

The NZGDC 2026 recording lands hereAs soon as the conference publishes it. Until then — the hide-and-seek study on the right.

Designing Shared Worlds Across Distance — NZGDC 2026, Auckland.

Title frame of the IEEE VR 2025 video on multiplayer location-based AR hide-and-seek

Augmented Hide-and-Seek — IEEE VR 2025 video (Game 2).

NZGDC 2023 livestream frame showing a location-based AR demo

The AR Game Dev Rant — NZGDC 2023 panel.

Q&A

Questions from the room

The ones I get asked most. Didn't get yours in? Ask it below — I'll answer by email.

Would this work on Quest or Vision Pro instead of iPads?

In some ways, better. A headset fixes the arm fatigue — four players reported it from holding an iPad up at the ceiling. But Overlay mode already blocked out enough of the real room to disorient three players, so on a headset, occlusion and physical safety become the design problem to solve first.

How did you keep both players in sync?

Unity NetCode with Lightship networking, over a dedicated Wi-Fi network, running at 60 FPS on both devices. The particle trail doubles as a fairness signal: when a hidden object swaps, both players can see where it was.

Did anyone cheat?

Active swapping felt sneaky — one Hider said exactly that — but players accepted it as fair, because the particle trail showed where the object had been.

What about more than two players, or playing outdoors?

Every study was played in pairs, and both hide-and-seek games ran indoors. Groups, and hide-and-seek outdoors, are the obvious next step.

Does the novelty wear off?

Honestly, we don't know yet. Everything in this talk is first-session data. A longitudinal study is next.

Stay in touch

Get the slides — and tell me what stuck.

Leave your email and I'll send the slides the moment they're up. And if something from the talk changes what you build, I'd love to hear it.

Kia ora — you scanned the slide. Thanks for staying to the end. Everything from the talk is on this page.

Ngā mihi — got it.

I'll email the slides as soon as they're up. In the meantime:

Building something shared?

Let's design the reason to.

Dr. Yasas Sri Wickramasinghe

Dr. Yasas Sri Wickramasinghe

Dr. Yasas Sri Wickramasinghe is an augmented reality researcher, senior lecturer and software builder based in Christchurch, New Zealand. A Postdoctoral Researcher at HIT Lab NZ, University of Canterbury, he studies how multiplayer AR can connect people and places across distance, working with Sony Interactive Entertainment and Niantic.