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Game Development Essentials An Introduction
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Game Development Essentials An Introduction

Jan 15, 2016

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Game Development Essentials An Introduction. Chapter 8. Interface creating the connection. Key Chapter Questions. ■ How do game interfaces relate to player-centered design? ■ What are the components of game interfaces? ■ What is the difference between a manual and visual interface? - PowerPoint PPT Presentation
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Page 2: Game Development Essentials  An Introduction

Chapter 8Interface

creating the connection

Page 3: Game Development Essentials  An Introduction

Key Chapter Questions■ How do game interfaces relate to player-centered

design?

■ What are the components of game interfaces?

■ What is the difference between a manual and visual interface?

■ What is the difference between a passive and an active interface?

■ Why is usability important in game interface design?

Page 4: Game Development Essentials  An Introduction

Player-Centered Design

What’s wrong with this picture?

Page 5: Game Development Essentials  An Introduction

Interface & Game Features

• Gameplay• Story• Character• Audio• World• Platform• Genre

Page 6: Game Development Essentials  An Introduction

Interface TypesManual (Physical)

Bass Fishing Samba di Amigo Dance Dance Revolution

Page 7: Game Development Essentials  An Introduction

Interface TypesVisualActive

Puzzle Pirates(radial/pie menu)

I Was an Atomic Mutant(main menu)

Page 8: Game Development Essentials  An Introduction

Interface TypesVisualPassive

True Crime: Streets of LA(HUD = heads-up display)

Page 9: Game Development Essentials  An Introduction

Interface TypesVisualStyles

Split-Screen(Adventures of Fatman)

Whole Screen(Myst III: Exile)

Invisible(Black & White:

Creature Isle)

Page 10: Game Development Essentials  An Introduction

Visual Interface ComponentsScore

Cyclone Super Collapse

Page 11: Game Development Essentials  An Introduction

Visual Interface ComponentsLives & Power

Super Mario Sunshine(Lives)

Tour de France(Power)

Page 12: Game Development Essentials  An Introduction

Visual Interface ComponentsMap

Age of Empires II:The Age of Kings

Age of Mythology: The Titans

Page 13: Game Development Essentials  An Introduction

Visual Interface ComponentsCharacter

Character creation & management and character inventory interfaces from The Temple of Elemental Evil

Page 14: Game Development Essentials  An Introduction

Visual Interface ComponentsStart Screen

Crazy Bunker

Page 15: Game Development Essentials  An Introduction

UsabilityDysfunctional Interfaces

• Cryptic• Complex• Simplistic• Inconsistent• Inefficient• Cluttered

Page 16: Game Development Essentials  An Introduction

UsabilityAccessibility

• Visual• Audio• Motor• Speech• Cognitive

Page 17: Game Development Essentials  An Introduction

Saving the Game

• Quick-save• Auto-save• Save to slot (or file)• “Save-game” debate

Page 18: Game Development Essentials  An Introduction

Guidelines for a Great Interface• Be consistent• Enable shortcuts• Provide feedback• Offer defined tasks• Permit easy reversal of actions• Allow for player control• Keep it simple• Make it customizable• Include a context-sensitive pointer• Implement different modes• Use established conventions

Page 19: Game Development Essentials  An Introduction

Summary

• Player-centered design• Interface & game features• Manual vs. visual interfaces• Active vs. passive interfaces• Visual interface components • Usability & accessibility• Saving the game• Guidelines for a great interface