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Exclusive Interview: CEO Mark Ladd Discusses Lyteshot

Lyteshot is a sensor-based mobile gaming platform that will change everything you thought you knew about games. BioGamer Girl recently had the chance to chat with CEO Mark Ladd about Lyteshot and what fans can expect with its release. Read on.

AMANDA DYAR: Mark, thank you for taking the time to speak with us. First off, what can you tell us about Lyteshot and how it got started?

MARK LADD: Lyteshot got started when I watched my kids playing games, and thought how different it was from the games I played when I was kid. I like playing video games with my children, and am blown away by all the technology in use for it, but it remains a relatively insular experience, and doesn’t take advantage of what is going on in the real world around us. In contrast, when I was a kid, we didn’t have any of the technology, but we did run around outside, interacting with all sorts of other children, and I feel like that is an important part of childhood. Rather than trying to fight all this technology, which I believe is a losing battle, I started trying to find ways to use all of the technology to connect people with each other, playing games in the real world, and that really is the birth of the LyteShot platform.

AMANDA DYAR: The peripheral devices designed for Lyteshot are very unique and look great. What were some of the inspirations for creating the Lyter and puck?

MARK LADD: With the peripherals, we tried to be very careful to design something that is compelling, but isn’t directly too genre specific. The Lyter, for example, is used to “shoot” a signal to the LytePuck or other players, but not all games are going to use a gun mechanic, so shaping it like a gun isn’t the right form factor for it. Both of the peripherals are built in a way that is incredibly functional and easy to use, but allows for the attachments of peripherals and that can be used in different forms and formats that can fit the unique aesthetics of the specific game you are playing. If you want to play a game with magic, and it has a wizard character who is going to cast spells, then maybe the wand attachment is a good fit for that game, while if you’re playing a game that has more of a combat mechanic, then you might want your Lyter to look more like a gun, and there is a peripheral for that as well. We also wanted to make sure that it would be safe for people to use, and wouldn’t be mistaken for a real weapon, so that played a part in our design as well.

AMANDA DYAR: The first game announced for Lyteshot is Assassin. What can gamers expect out of this new title and what other games are in the works?

MARK LADD: Assassin is based on the classic real world game that has been played on college campuses for the last 30 or so. In the traditional assassin, players have to use a nerf gun or a wooden spoon to “kill” their target. You need a referee or game master, who assigns everyone their mission, tracks mission completion and timers, and assigns new targets. All of this required quite a bit of coordination, and it makes games difficult to run quickly or easily. Our version is based on the classic rules, but no longer requires a referee/game-master to keep track of and run the game, it can be automated, and so it makes for an experience that is much easier to jump into.

For future games, we have 2 additional games we have scheduled right now. The first, called Invasion, is designed by the co-creators of Humans Vs Zombies, and it’s a tower defense game you play, with your friends, cooperatively, in the real world. We’re quite excited about that one, because it’s a game that just wasn’t possible at all until LyteShot. The second is called Besieged, and it’s a capture-the-flag/portal domination style game with rules familiar to players of first person shooters.


AMANDA DYAR: Tell us a little bit about the various hardware for Lyteshot and how players can bring their own to life through 3D printing?

MARK LADD: At launch, we have 3 different peripherals. There is a gun peripheral, that can be used for games such as Assassin, as well as a Dagger and a Wand. These are all being released as STL files for our customers to print and use for free, and we have a number of other peripherals in the works. Some of the concepts include a bow and a sword! Right now, these are only available for players who have access to a 3D printer, but we’re planning on making manufactured versions of these as well.

AMANDA DYAR: Individuals who make their own peripheral designs can also share them via the LyteShot community or sell them on your device marketplace. How will the device marketplace work when it is launched?

MARK LADD: This is something that we’re still working out the details on, but we hope to have a marketplace similar to ThingieVerse (which is run by the MakerBot folks), ShapeWays, or even Etsy. For starters, we’ll be launching a site where users can upload, share, and vote on their favorite designs and peripherals. The marketplace portion, where the designs can be bought or sold will come later.

AMANDA DYAR: What does the future hold for Lyteshot and is there anything else you would like to mention?

MARK LADD: We’re very excited about how the Internet of Things is bringing connectivity to our daily lives. Here at LyteShot, we believe in gaming and mobile games, but think that limiting the interaction to the tiny touchscreen on your phone leaves too many game play possibilities on the table, and isn’t a great way to interact with real people or the real world, and our mission is to change that. We’re also committed to being open about our platform, and so we hope that can empower games throughout the world to help us on our mission!

To learn more, visit the official LyteShot website.


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