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Game Development Essentials An Introduction

This chapter explores critical aspects of game interface design, focusing on the relationship between interfaces and player-centered design. It covers the various components of game interfaces, distinguishing between manual and visual types and active and passive interfaces. Usability is emphasized as a crucial factor for effective design, alongside accessibility considerations. Key guidelines for creating intuitive interfaces are provided, including consistency, feedback mechanisms, and player control. The chapter concludes with best practices to enhance game user experience and promote engagement.

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Game Development Essentials An Introduction

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  1. Game Development Essentials An Introduction

  2. Chapter 8 Interface creating the connection

  3. 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?

  4. Player-Centered Design What’s wrong with this picture?

  5. Interface & Game Features • Gameplay • Story • Character • Audio • World • Platform • Genre

  6. Interface TypesManual (Physical) Bass Fishing Samba di Amigo Dance Dance Revolution

  7. Interface TypesVisualActive I Was an Atomic Mutant (main menu) Puzzle Pirates (radial/pie menu)

  8. Interface TypesVisualPassive True Crime: Streets of LA (HUD = heads-up display)

  9. Interface TypesVisualStyles Whole Screen (Myst III: Exile) Split-Screen (Adventures of Fatman) Invisible (Black & White: Creature Isle)

  10. Visual Interface ComponentsScore Super Collapse Cyclone

  11. Visual Interface ComponentsLives & Power Tour de France (Power) Super Mario Sunshine (Lives)

  12. Visual Interface ComponentsMap Age of Mythology: The Titans Age of Empires II: The Age of Kings

  13. Visual Interface ComponentsCharacter Character creation & management and character inventory interfaces from The Temple of Elemental Evil

  14. Visual Interface ComponentsStart Screen Crazy Bunker

  15. UsabilityDysfunctional Interfaces • Cryptic • Complex • Simplistic • Inconsistent • Inefficient • Cluttered

  16. UsabilityAccessibility • Visual • Audio • Motor • Speech • Cognitive

  17. Saving the Game • Quick-save • Auto-save • Save to slot (or file) • “Save-game” debate

  18. 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

  19. 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

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