FREE WAND

FREE WAND

Swing the wand. Draw a sigil in the air.

Pick up the wand and draw a spell from the grimoire in the air. Follow the stroke you draw, and fire, water or wind is loosed into the world reflected in the mirror before you.

See how it works
EXHIBITOR
Saitama IT & Web College
BOOTH
Hall 1, 01-N59
CORNER
Game Academy Corner
DATES
Sept 19–21 (public days)
PLAY
About 2 min. per person

* During busy periods or certain hours, the experience may not be available.

CHAPTER I

Cast magic into the world in the mirror

A large mirror in front of you shows the world you're standing in. Pick up the wand, draw a spell in the air, and fire, water or wind runs through that world. It's the motion of your own arm that sets the magic off.

  1. I

    Swing the wand, and it becomes magic

    Swing the wand and draw a sigil in the air. That motion is read, and cast as magic into the world in the mirror.

  2. II

    Nine spells

    The grimoire holds three spells each for fire, water and wind. Pick the sigil you like, and draw its shape in the air.

  3. III

    The mirror answers

    Once a spell is recognized, the mirror casts it. The reflected world catches fire, floods, and is swept through by wind.

NOTE

There's no fixed spot to stand or way to face. The wand reads its own motion, so there's no mark on the floor either. Stand anywhere, draw at any size — the only thing the grimoire fixes is the shape of the spell.

CHAPTER II

The nine spells

Three spells each for fire, water and wind. Every sigil is drawn in a single stroke — don't worry about size or tilt. Just move your arm as if tracing the grimoire's shape.

The fire emblem

Fire

FIRE

Fire's sigils all have sharp corners. Draw each in one breath, and turn back firmly at the arrow's tip.

  1. The sparks glyph

    Sparks

    One arrow, straight up. Embers lift off trailing tails of fire

  2. The pillar glyph

    Pillar

    An inverted mark beneath the arrow. A tongue of flame climbs, wavering

  3. The vortex glyph

    Vortex

    A great triangle laid over the mark. Three flames spiral as they rise

The water emblem

Water

MIZU

Water's sigils have no corners. A smooth, single-stroke curve becomes the water's own motion.

  1. The droplet glyph

    Droplet

    Close the line. From the point where it lands, a ring of spray opens out

  2. The wave glyph

    Wave

    Repeat the same sway. Water runs left and right, and floods the floor

  3. The whirl glyph

    Whirl

    Wind inward from the outside. Arms take hold of the image and drag it under

The wind emblem

Wind

KAZE

Wind's sigils are lines that keep turning. The wind you loose doesn't stay where you drew it — it races around you, in the mirror.

  1. The slash glyph

    Slash

    One open arc. It winds around the person, then unwinds and cuts

  2. The updraft glyph

    Updraft

    Gather low, spring up. It rises from the feet and carries the person with it

  3. The ring glyph

    Ring

    Cross the line and bring it back. A ring lies flat and keeps turning — the wind that stays longest

CHAPTER III

The rite

Once you've picked a spell, only four movements remain. Nothing is explained on screen, no score appears — just follow the tremble of the wand and the colour of the light, and let the magic go.

  1. I

    Drawing a circle with the wand

    Draw a circle

    Turn a slow circle with the tip of the wand. Magic begins to gather.

  2. II

    The wand trembling

    Wait for the tremble

    When the wand trembles, it's ready.

  3. III

    Drawing the spell

    Draw the spell

    Draw the sigil you chose from the grimoire, straight into the air.

  4. IV

    Swinging the wand down

    Swing it down

    Once you're done, swing the wand down. The magic is let loose.

The sigil you draw is drawn into the light at the foot of the screen, and loosed into the world from there. The magic appears where that light is — not where you drew it in the air. To start over, lower the wand along your body.

No words appear on screen. No score, no gauge. All you have to go on is the tremble in your hand and the colour of the light at the bottom of the screen.

CHAPTER IV

How the mirror is made

FREE WAND reads motion with the wand, reads the spell with the mirror, and answers with an image. Keeping input, judgement and effect apart means the wand's feel and the world's reaction can each be tuned on their own.

Wand

iOS / SWIFT / ARKIT

Sends how it moved

Answers in light and tremble

movement

light and tremble

Mirror (PC)

PYTHON / MODERNGL / OPENCV

Reads the shape drawn

Decides what happens

magic

The world on screen

CAMERA + GLSL

The reality on camera,

burning, flooding, blown through

FIG. 1 — Between the wand and the mirror
  1. I

    The wand only sends motion

    All the wand sends is the direction and amount it moved. Building the image is left to the mirror, so what's in your hand stays light.

  2. II

    The mirror decides the spell

    On the PC side, the stroke it receives is read as a single line and matched against the nine spells. Once matched, the fire, water or wind effect is layered on.

CORRESPONDENCE

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