Tag: mixed-reality

  • Shattered Bounds: Battlegrounds Vision Deep Dive (Formerly Proto-Park)

    Shattered Bounds: Battlegrounds Vision Deep Dive (Formerly Proto-Park)

    Date: December 8, 2025

    Article: DD-02

    Since writing this post, the project now called Shattered Bounds: Battlegrounds was previously referred to as “Proto-Park.” Anywhere you see “Proto-Park,” it’s talking about the same experience.

    TLDR

    • Battlegrounds is the first playable slice of Shattered Bounds: a short, intense, replayable AR “King of the Hill” skirmish where teams of 4–6 fight waves of enemies and a boss to hold a glowing hill.
    • A session flows from online booking → on-site check-in → Guild Master safety briefing → 10-minute battle with MR headsets and weapon controllers → post-run scores, stats, and (eventually) a player portal for Adventurer Card holders.
    • Under the hood, Battlegrounds focuses on low-latency combat, an AI “director” that will tune enemy waves over time, flexible spatial-mapped arenas that can move between locations, persistent player profiles, and custom-built weapon controllers.
    • Operationally, each basketball-court-sized zone is run by a GM plus front-desk support, designed to host 4–6 players in 15-minute blocks with room for safety checks, cleaning, and a target of ~40% occupancy to be sustainable.
    • Battlegrounds is the proving ground for Shattered Bounds’ foundations – tech, safety, arenas, AI, and data – paving the way for the next phase, The Tower, with longer, story-driven, deeply immersive runs.
    • What’s Next: Dev Blog 1 – First weeks of development

    Imagine you and your friends arriving at a local park. A Guild Master hands you a pair of augmented glasses. As you put them on, the world changes.

    A horde of goblins is already sprinting toward a glowing hill in the distance. You lift the sword in your hands and charge after them, your team close behind. Back-to-back, you push the goblins away, then fall back to the hill to hold your ground.

    For a heartbeat, everything goes quiet. The goblins stop and begin to chant in unison: “King, king, king…”

    From the edge of the battlefield, a towering goblin with a crooked crown lumbers into view.

    The fight is back on.

    This is the Battlegrounds: the first, focused slice of Shattered Bounds.

    Players running into battle to fight against an army of goblins and the goblin king.

    Player Experience

    Battlegrounds is designed as a short, intense, and replayable AR skirmish.

    Players arrive on location and form teams of up to six. Each team is assigned its own zone, giving them a personal battlefield rather than a crowded free-for-all. Their task is simple to understand and hard to master: hold the hill for ten minutes as waves of enemies try to drive them off.

    Underneath the fantasy, the goal is clear:

    • Create a live dungeon run experience that fits inside a short session.
    • Make it easy for players to say, “Let’s go again,” and try new strategies.
    • Build the habit of experimenting with positioning, timing, and teamwork.

    Every run should feel like a small story: a beginning charge, moments of panic, a boss to rally around, and a final push.

    Player Journey

    From a player’s perspective, a Battlegrounds session looks something like this:

    1. Booking the session
      Players schedule their run through an online calendar. They can book a full group or leave a few spots open so other players can join their team if there’s room.
    2. Arrival and check-in
      Players are asked to arrive early. At reception, they check in, sign any required waivers, and confirm their team.
    3. Briefing with the Guild Master
      A Game Master (our in-world “Guild Master”) walks the team through:
      • Safety rules,
      • The boundaries of the play area,
      • How their equipment works,
      • And the core objective of the mission.
    4. Gear-up and game
      Players put on their mixed reality headsets, pick up their weapon controllers, and step into the zone. They have ten minutes to claim and hold the hill, pushing back waves of enemies and facing a boss encounter.
    5. Scores and reflection
      After the session, players see:
      • Team score,
      • Personal stats (kills, damage, time on hill),
      • Whether they defeated the boss and how quickly,
      • Their standing on a local leaderboard.
    6. Player portal (for Adventurer Card holders)
      Players with active Adventurer Cards will eventually be able to log into a player portal to:
      • Review their stats and history,
      • Track their progress across sessions,
      • And unlock other features within Shattered Bounds’ ecosystem.

    The aim is to make the journey feel smooth and understandable even for first-time visitors, while giving regulars deeper layers to chase.

    Core Systems and Design

    Battlegrounds is being built as the base layer for all of Shattered Bounds.

    Because AR glasses aren’t yet widely available in the form we ultimately want, the first version runs on a mixed reality headset. The underlying system is being designed to transfer to future AR hardware as it matures.

    A few core pillars:

    1. Low-latency, high-reliability combat

    Our top technical priority is minimal lag. When a player swings, the hit should register exactly when it feels like it should. When an enemy moves, it shouldn’t “jump” across the field.

    That means we’re focusing on:

    • Fast tracking of weapons and player position,
    • Stable frame rates,
    • And predictable network behavior in the play space.

    2. Enemies that grow smarter over time

    At launch, enemies will arrive in pre-scripted waves with some controlled randomness, tuned for exciting but understandable encounters.

    In the background, we’ll be collecting battle data:

    • How often players win or lose,
    • Where wipes tend to happen,
    • Which enemy patterns feel too easy or too punishing.

    Over time, this data will be used to train an AI “director” that can:

    • Adjust enemy hit points and behavior to match the skill level of each team,
    • Orchestrate waves to keep tension without constant defeat,
    • And increase replayability by varying encounters in meaningful ways.

    3. Evolving game modes

    We’re starting with King of the Hill because it:

    • Fits well in a confined space,
    • Encourages teamwork,
    • And is easy to explain in a briefing.

    As we learn from real sessions, more modes can be added:

    • Variants with mini story arcs,
    • Different objectives (escort, defense, capture),
    • And layered mechanics that give returning players new challenges.

    Each new mode is another way to turn Battlegrounds into a place people want to revisit, not just a one-off attraction.

    4. Spatial mapping for flexible arenas

    Spatial mapping will be used to build reliable game spaces that can be ported between locations.

    The goal is for our arena layout to adapt to:

    • A gym,
    • A local park,
    • Or any reasonably sized open area.
    Spatial mapping of a basket ball court.

    That means the same core experience can be set up in different cities without redesigning the game every time – just recalibrating the space.

    5. Persistent profiles and data

    The Battlegrounds site will run on a local game system that syncs to a cloud server regularly (for example, once per day).

    Prototype of the Adventurer Card.

    That sync will handle:

    • Session data and scores,
    • Player stats and progression,
    • And, eventually, account information linked to Adventurer Cards.

    Over time, this will allow players to:

    • Keep a persistent character,
    • Access their information through a player portal,
    • And carry their identity across the wider ecosystem of Shattered Bounds – from Battlegrounds to future experiences anywhere on the planet.

    6. Weapon controllers built for Shattered Bounds

    We’re designing a weapon controller specifically for Shattered Bounds, rather than relying on generic controllers.

    The long-term idea:

    • Players could have a small arsenal of weapons,
    • Choose from their roster before a run,
    • And feel a clear connection between physical props and in-game behavior.

    For the Battlegrounds pilot, we’re intentionally limiting things to a single sword archetype so that:

    • We can tune one weapon extremely well,
    • Maintain consistent gameplay across teams,
    • And reduce complexity while we prove out the core experience.
    Prototype of the Weapon Controller.

    Operational Reality

    Battlegrounds is not just a game design problem; it’s an operational one.

    A typical session will be supported by:

    • A Game Master (GM) – running the briefing, monitoring safety, managing the session, and stepping in if something goes wrong.
    • A front-desk / support role – handling check-in, waivers, headset fitting assistance, and sanitization between runs.

    We’re designing Battlegrounds so that a single zone can host:

    • A team of 4–6 players,
    • In 15-minute blocks (including briefing, gameplay, and reset),
    • With enough buffer time for safety checks and cleaning.

    Each zone is roughly the size of a basketball court, with:

    • Clearly marked play boundaries,
    • Safe distances for observers,
    • And visual barriers to keep players and bystanders on the correct side.

    On the business side, the target is simple:

    • If we can reliably keep around 40% of available sessions filled, Battlegrounds should be able to cover its own operating costs and justify growth toward The Tower and beyond.

    The exact numbers will evolve, but this gives us a clear bar to design around.

    Echoing Steps Into Shattered Bounds

    Battlegrounds is the first real test of Shattered Bounds’ foundations.

    Through it, we’re building and validating:

    • Spatial mapping and adaptable arenas,
    • AI-driven enemy control,
    • Mixed reality headset workflows,
    • Weapon controllers and safety systems,
    • And the data backbone for persistent player profiles.

    Once we can reliably operate multiple zones – for example, four Battlegrounds arenas running in parallel – the next phase begins: The Tower.

    The Tower will take everything we’ve learned and turn it into:

    • Longer, story-driven runs,
    • Denser, more immersive environments,
    • And a deeper sense of “living in” the world rather than just visiting for a short skirmish.

    Battlegrounds is the echo of what Shattered Bounds will one day become: not just a game to play, but a place to inhabit.

  • Welcome to Liminal Realms Studio: Introducing Shattered Bounds

    Welcome to Liminal Realms Studio: Introducing Shattered Bounds

    Date: December 1, 2025

    Article: DD-01

    Logo of Shattered Bounds Project: a monster hand reaching through a shattered door.

    TLDR

    • Shattered Bounds is a long-term project to turn real parks, streets, and public spaces into a living, walkable AR MMORPG layered over everyday life.
    • Liminal Realms is the one-person studio building it, with a multi-stage roadmap: SB: Battlegrounds → The Tower → AR-MMORPG → Shattered Bounds – Park → The Coliseum.
    • My background in finance and HEMA app development shapes a focus on safety, sustainable planning, and making play feel like a real adventure full of wonder.
    • Shattered Bounds is designed for future AR glasses, with AI-driven NPCs and enemies that adapt, remember, and evolve so the world can eventually exist anywhere on the planet.
    • This blog will share monthly deep dives and weekly dev blogs as SB: Battlegrounds launches in Ottawa, inviting future players and potential collaborators to follow – and eventually help build – the journey.
    • What’s Next: SB: Battlegrounds Deep Dive (Formerly Proto Park)


    Imagine putting on a pair of AR glasses and seeing your city in a different light.

    Monsters are crawling out of hollows you’ve never noticed in the park. Elves and dwarves are hawking their wares on the street corner. A quiet field becomes a battleground. Your familiar world hasn’t disappeared – it’s been overlaid with another one.

    That parallel world is what I’m calling Shattered Bounds: a long-term project to turn our everyday spaces into a living, walkable MMORPG where you really are your character.

    We’re starting small, with simple games like King of the Hill. But the goal is much bigger: to grow those foundations into a complete, persistent world that exists alongside our own.

    Who Is Liminal Realms Studio?

    Liminal Realms Studio is the team building everything around Shattered Bounds: the games, the tech, the stories, the physical spaces, and the tools that connect them.

    Right now the “we” is mostly just me – a one-person team working with the help of AI tools – and I’ve been actively developing this project for about a year and a half.

    It began as a simple idea:

    What if there was a park you could walk through, like Disney World – but instead of rides and shops, it was full of monsters to battle and quests to take?

    From that question, the vision evolved into something more ambitious:

    What if we could walk a living MMORPG?

    The Roadmap: How Shattered Bounds Grows

    Progression of the SB Project from SB: Battlegrounds (Formerly Proto Park), to The Tower, to an AR-MMORPG, to a Theme Park, to The Coliseum

    The grand vision for Shattered Bounds is divided into stages. Each one builds on the last:

    1. Shattered Bounds: Battlegrounds (Formerly Proto Park): A proof of concept: small, focused games like King of the Hill in a controlled space. This is where we test safety, fun, tech, and operations.
    2. The Tower: Story-driven, party-based runs in an augmented space, plus a Guild Hall where players gather, prepare, and share stories between adventures.
    3. The AR-MMORPG (name pending): Extending access so players can enter Shattered Bounds from their own communities, homes, and parks – still grounded in the real world, but layered with persistent game systems.
    4. Theme Park (name pending): A physical AR village you can visit: a location from Shattered Bounds brought into reality, with quests to take, NPCs to meet, and spaces to explore.
    5. The Coliseum: For the true experts: large-scale encounters with world-boss enemies, designed as shared spectacles that spectators can watch while players battle.

    This isn’t a one-year project. It’s a long journey with many steps, and the SB: Battlegrounds is our first foothold.

    Who’s Building This, and Why?

    My background is in finance, and more recently I’ve been programming mobile apps focused on Historical European Martial Arts (HEMA). That combination means I spend a lot of time thinking about:

    • How to make things financially sustainable, not just exciting on paper.
    • How people move, fight, and learn with real-world weapons and bodies.
    • How to plan long-term and break a huge dream into practical stages.

    My personal priorities for Shattered Bounds are simple:

    • Safety – People are moving quickly in real space. The systems, layouts, and rules must be designed with safety first.
    • Adventure – It should feel like an actual quest, not just a tech demo.
    • Wonder – Players should leave feeling like they stepped into something bigger than themselves.

    Why AR, Not Just VR?

    I believe AR glasses will eventually become powerful and common enough to support
    rich, persistent virtual worlds layered over our reality.

    Shattered Bounds is being built for that future.
    Instead of being stuck in a room with a VR headset, players will be able to:

    • Walk through their own communities,
    • Explore local parks and public spaces,
    • Meet friends in person,
    • And see an entire fantasy world woven through those real places.

    The aim is not to replace the world we live in – but to add a second layer of meaning and adventure on top of it.

    A Living World, Powered by AI

    To make Shattered Bounds feel alive, we’re planning for AI-driven NPCs and enemies that can:

    • Adapt to how players behave,
    • React to local conditions and history,
    • And evolve over time as the world changes.
    AI moving enemy pieces to play against human opponents.

    Instead of static quest-givers repeating the same lines forever, NPCs can gradually remember, adjust, and respond. This also opens the door to expanding Shattered Bounds to anywhere on the planet -anyone with the right AR hardware could step into it.

    That’s the long-term horizon. SB: Battlegrounds is how we start learning, safely and in a focused environment.

    What This Blog Will Cover

    This blog is here to document the journey and share Shattered Bounds as it grows. You can expect two main types of posts:

    1. Monthly Deep Dives
      Once a month, I’ll publish a focused article exploring one aspect of Shattered Bounds in detail:
      • SB: Battlegrounds pilot,
      • The Tower concept,
      • Smart weapon controllers,
      • AI-driven NPCs,
      • Or specific lore and locations.
    2. Weekly Dev Blogs
      Shorter, more personal updates about the actual work:
      • Prototyping, testing, and debugging,
      • Writing and worldbuilding,
      • Hardware and software experiments,
      • Planning, spreadsheets, and hard decisions.

    If you’re curious about how something like this is built – from idea to first playable experience – these dev posts are for you.

    Starting in Ottawa, Aiming for Everywhere

    Shattered Bounds will begin in Ottawa, Canada. SB: Battlegrounds is planned as the first physical manifestation: a place where local players can try early experiences and help shape what comes next.

    Long-term, the systems are being designed so that:

    • Experiences can be replicated in other cities,
    • Content can adapt to local environments,
    • And the same account and character will travel with you.

    This blog is an early window into all of that – both for:

    • Future players who might one day walk into the SB: Battlegrounds or Shattered Bounds – Park, and
    • Potential collaborators who see pieces of this and think, “I want to help build that.”

    If that’s you, I’m glad you’re here.