The Blue Vale
A d20-style tabletop roleplaying game played in augmented reality, on almost any device.
- Role
- AR design, software architecture, story
- Areas
- XR, Apps

The Blue Vale is a tabletop roleplaying game that plays out in augmented reality. It was Big Blue Ceiling's first major commercial project, and we took it to Kickstarter.
Tabletop groups love miniatures and hand-built sets, but they're expensive, slow to make, hard to transport and rarely reused, and long campaigns fall apart when players move away. We wanted to keep the tactile, around-the-table feel of tabletop play and take away the bulk. In The Blue Vale the table becomes the board. Players explore a woodland village, cross the mountains and descend into caverns to find the force draining life and magic out of the world. At some points they step off the table into full-size spaces, like the forge or the library.
Cards as well as dice
The game is d20-inspired, with a combat card system layered on top. Cards work like tokens you hold until you need them: temporary armor, instant feats and one-time or rechargeable power-ups. Character creation uses body types such as "lithe" and "robust" rather than male and female, so players can build characters that look like them.
Many devices
No AR platform dominated, so the game sits on a compatibility layer that translates input from each platform into one common interface and uses whichever AR toolkit fits the device. It targeted ARKit iPhones and iPads, Tango Android devices, Microsoft HoloLens, Surface tablets and Epson Moverio glasses. Older phones without world-scale tracking use a printed mat and game screens to learn the size of the table. That layer came directly from the SDK we built for HoloFlect, which shaped the game's architecture, and a HoloFlect tier was planned as a stretch goal.
We also designed an accessibility framework so blind and deaf players could play, and planned to release it for other developers.
The game grew out of TangoTown, a two-day Tango experiment, and the Augmented Tarot.
Gallery


A dungeon level laid out on an outdoor table. 
The woodland village, where the story starts. 
Heading down into the caverns. 
The printed mat. Devices without world-scale tracking use it to understand the scale of the table. 
Character creation happens on the table, at miniature scale. 
The six attributes: Fortitude, Vitality, Artistry, Judgment, Intuition and Charm. 
Each attribute explains what it does in play. 
Leaving the table and walking into the forge. The game moves between tabletop scale and full scale. 
The forge at full scale. A gateway in a real room opens onto the library. 

An early printed board used as a tracking target. 
The forest hexes on a tablet, tracked from the printed board. 
A fungal cavern level on the same board. 
The campaign banner.



