amBX Experience Guidelines

Adding amBX to content is a creative experience. The tips below have been written to get you started and help you create the best possible effects. They are not meant to restrict creativity or the exploration into new techniques, but act as a checkpoint for what we expect from a quality amBX experience and hopefully encourage content creators to experiment with new ways to create immersion and excitement for their audience using amBX.

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Content authors should constantly look for dynamic, creative ways to enrich the amBX experience that draws the viewer closer to the intended ‘feel’ of the media or application.

Using Coloured Light

Colour matching amBX lights is important to creating a good quality, immersive experience. However, what must be matched is not always literally what is on the screen or the colour of the light, but the perceived colour.

Make use of the dynamic range of light available, where suited to the content. For example, 100 percent white light can be very intense and should be saved for extreme occasions like a bomb blast or momentary bloom.

Lights should avoid saturating out to white. That is, if you have many lights close to you and you are reflecting all of them in the amBX experience, try choosing an appropriate colour instead of summing the colours together.

Avoid letting the lights go completely dark, unless this is for dramatic effect or the screen is displaying nothing. For instance, menu screens shouldn't cause the lights to turn off completely, but instead to fade to a low level, or perform some other action that acts as an ambient "background" while in the menu.

Remember that a lack of light can be as powerful as light itself; passing shadows, brooding atmospheres or creating contrast for subsequent events and spaces.

Smooth fades

LED lighting transitions can be very harsh and sudden without the use of fading. Lights should not present a "jarring" experience to the user. They should not turn off suddenly unless for dramatic effect. Transitions between states should include appropriate fades.

Fades of less than 20ms are not recommended.

Consistent, proportionate effects

amBX lights intended to reflect on-screen lighting effects should closely match the on-screen effect for colour and intensity. Anything that is obviously out-of-sync with the graphics/sound can distract the viewers and may pull them out of the experience.

In a game, effects should be proportionate to the in game experience, eg. ambience of a scene or scale of explosion.

Locations

Keep in mind that the amBX media will be experienced in many different hardware set-ups but that in all cases you will want to ensure a high-quality experience. Configurations can vary from 3 lights to full 27-location configurations of many different lights. Remember the number of lights does not equal the number of locations. Users may configure their lights differently.

The lights that tend to be under the most scrutiny, and therefore the most crucial to match to any on-screen action, should be N, NE and NW as they are the most visible. These locations lay in the immediate peripheral vision of the audience and are the default set-up of the minimal expected configuration.

N, NE, and NW are good for emphasising action and extending the screen space.

The sides, W and E work best with strong context. They can be used to create unease or a strong sense of movement, but most of the time long fades and symmetry are recommended.

With locations behind the viewer - S, SE and SW - the effect is usually indirect. These are often useful to create a particular ambience or to play with mood, for example as a counterpoint to the main action.

Self-Certification Requirements

Effects

  • The lights always fade and don't suddenly switch colours or drop to black.
  • All locations are used or at least not forgotten about.
  • Colours match well either with on-screen colours or the expected colours.
  • Effects should be synchronised to the ‘trigger’ event.

  • All effects should be consistent. If one event triggers them other similar events should also do so.
  • Rumble and fan effects should have obvious cause (ambience, movement, plot, storyline, puzzle etc). Spurious effects should be avoided.

amBX in Games

  • All in-game menus should have appropriate and consistent amBX scripts associated with them.
  • Transitions to, from and between menus and cut scenes should be handled smoothly i.e. with an appropriate fade.
  • An interface must be provided in games for enabling/disabling amBX. (Default is enabled if the amBX system is present). When amBX is enabled/disabled this status must be immediately reflected and implemented throughout the game.
  • All cut-scenes and stings should have appropriate, consistent and synchronised amBX associated with them.
  • The overall amBX experience is cohesive, appropriate and supportive of the game.
  • The amBX experience is continuous during the entire use of the game.
  • Use of all effects together is well balanced, appropriate and consistent.

With and without amBX software installed

  • The application still runs as it should without amBX installed. It may show a warning message if amBX is required for the application to function.
  • If the system already has amBX installed, expected amBX behaviour should be observed as default behaviour when the software is first run.