Somehow everybody only seems to be talking about the possibilities of AR, instead of the constraints and what those constraints mean for your game. One of the biggest constraints that we came across as we launched Mobile AR game titles to public and beta users, was that it's really hard to use touch on the screen as a Control when you're using the same screen as your View. This made us go back to the drawing board and completely rethink how to do controllers in Augmented Reality. We prototyped a string of crazy demos to explore this space. This talk covers those outlandish demos, and how those possibilities panned out in our games. It also features the gotchas that are unique to AR, and the sweet spot that innovates new game controllers for the era of Augmented Reality. We will share demos of the new game controller ideas we propose, and have used in our games - * Play drums with your full body in Augmented Reality * Become a vacuum and suck up the mess in your room with this face gestures + augmented reality app * Use hand gestures and real world objects to interact with virtual world for storytelling