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Designing Game InterfacesMike Jones  |  Gaming Evangelist, Adobe
Mike JonesGaming Evangelistblog.flashgen.com@FlashGenIntroduction
AgendaGame interfaces 101The poetics of spaceThe power of touchQuestions3
Game Interfaces 1014
Game Interfaces 101Useful in providing relevant information to the playerOccupy minimal screen real estateDesigned to be unobtrusiveCommon elements include score, time, health, bulletsNeed not be permanently visible Can adapt / evolveSimplicity goes a long way5
Game Interfaces 1016
Game Interfaces 101Useful in providing relevant information to the playerOccupy minimal screen real estateDesigned to be unobtrusiveCommon elements include score, time, health, bulletsNeed not be permanently visible Can adapt / evolveSimplicity goes a long way7
Game Interfaces 1018
Game Interfaces 1019Demo
10The Poetics of Space
The Poetics of Space11Fagerholt, Lorentzon (2009) "Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games". MSc Thesis, Chalmers University of Technology
The Poetics of Space12Fagerholt, Lorentzon (2009) "Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games". MSc Thesis, Chalmers University of Technology
The Poetics of Space13
The Poetics of Space14Fagerholt, Lorentzon (2009) "Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games". MSc Thesis, Chalmers University of Technology
The Poetics of Space15
The Poetics of Space16Fagerholt, Lorentzon (2009) "Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games". MSc Thesis, Chalmers University of Technology
The Poetics of Space17
The Poetics of Space18Fagerholt, Lorentzon (2009) "Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games". MSc Thesis, Chalmers University of Technology
The Poetics of Space19
20The Power of Touch
The power of touch21
The power of touch22
The power of touch23
The power of touch24
The power of touch25Demo
The power of touchTouch based devices compound game interface integrationThe “fourth wall” now becomes the main inputLack of input precision and screen size require additional thoughtPlayers thumbs, fingers can easily obscure areas of the screen The device itself becomes an extension of the interface26
SummaryAvoid “shrink wrapping” your gamesTest early and oftenTouch based devices can compound interface design27
Additional ResourcesArticles & PublicationsBeyond the HUD: User Interfaces for Increased Player Immersion in FPS Games (MSc Thesis) - Erik Fagerholt, Magnus Lorentzon.http://publications.dice.se/attachments/beyond.the.hud.091025.pdfUser Interface design in video games - Anthony Stonehousehttp://www.thewanderlust.net/blog/2010/03/29/user-interface-design-in-video-games/Replay: The History of Video Games – Tristan Donovanhttp://www.amzn.com/0956507204ExamplesFortune Onlinehttp://www.fortuneonline.comMax Racerhttp://alternativaplatform.com/en/demos/maxracer/Zombie Tycoonhttp://molehill.zombietycoon.com/28
Any Questions?Mike JonesGaming Evangelistblog.flashgen.com@FlashGenhttp://gaming.adobe.com
Thank YouMike JonesGaming Evangelistblog.flashgen.com@FlashGenhttp://gaming.adobe.com

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Designing Game Interfaces

  • 1. Designing Game InterfacesMike Jones | Gaming Evangelist, Adobe
  • 3. AgendaGame interfaces 101The poetics of spaceThe power of touchQuestions3
  • 5. Game Interfaces 101Useful in providing relevant information to the playerOccupy minimal screen real estateDesigned to be unobtrusiveCommon elements include score, time, health, bulletsNeed not be permanently visible Can adapt / evolveSimplicity goes a long way5
  • 7. Game Interfaces 101Useful in providing relevant information to the playerOccupy minimal screen real estateDesigned to be unobtrusiveCommon elements include score, time, health, bulletsNeed not be permanently visible Can adapt / evolveSimplicity goes a long way7
  • 11. The Poetics of Space11Fagerholt, Lorentzon (2009) "Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games". MSc Thesis, Chalmers University of Technology
  • 12. The Poetics of Space12Fagerholt, Lorentzon (2009) "Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games". MSc Thesis, Chalmers University of Technology
  • 13. The Poetics of Space13
  • 14. The Poetics of Space14Fagerholt, Lorentzon (2009) "Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games". MSc Thesis, Chalmers University of Technology
  • 15. The Poetics of Space15
  • 16. The Poetics of Space16Fagerholt, Lorentzon (2009) "Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games". MSc Thesis, Chalmers University of Technology
  • 17. The Poetics of Space17
  • 18. The Poetics of Space18Fagerholt, Lorentzon (2009) "Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games". MSc Thesis, Chalmers University of Technology
  • 19. The Poetics of Space19
  • 21. The power of touch21
  • 22. The power of touch22
  • 23. The power of touch23
  • 24. The power of touch24
  • 25. The power of touch25Demo
  • 26. The power of touchTouch based devices compound game interface integrationThe “fourth wall” now becomes the main inputLack of input precision and screen size require additional thoughtPlayers thumbs, fingers can easily obscure areas of the screen The device itself becomes an extension of the interface26
  • 27. SummaryAvoid “shrink wrapping” your gamesTest early and oftenTouch based devices can compound interface design27
  • 28. Additional ResourcesArticles & PublicationsBeyond the HUD: User Interfaces for Increased Player Immersion in FPS Games (MSc Thesis) - Erik Fagerholt, Magnus Lorentzon.http://publications.dice.se/attachments/beyond.the.hud.091025.pdfUser Interface design in video games - Anthony Stonehousehttp://www.thewanderlust.net/blog/2010/03/29/user-interface-design-in-video-games/Replay: The History of Video Games – Tristan Donovanhttp://www.amzn.com/0956507204ExamplesFortune Onlinehttp://www.fortuneonline.comMax Racerhttp://alternativaplatform.com/en/demos/maxracer/Zombie Tycoonhttp://molehill.zombietycoon.com/28
  • 29. Any Questions?Mike JonesGaming Evangelistblog.flashgen.com@FlashGenhttp://gaming.adobe.com
  • 30. Thank YouMike JonesGaming Evangelistblog.flashgen.com@FlashGenhttp://gaming.adobe.com

Editor's Notes

  • #4: The section titles are important as they emote a response for example:Game Interfaces 101 indicates that we will be looking at the nuts and bolts of GUIs in gamingThe poetics of space is about how the interface interacts with the game environment (in actual fact it is a book by Gaston Bachelard that discusses how we experience intimate places – a good book)Shrink Wrapped focuses on the common practice of designing the game then overlaying the interface afterwards – think HUDs.Touch, touch, touch looks at the UI issues that face game developers when designing for tables and other touch devices including elements like positioning, dexterity, reach and obstruction (thumbs etc obscuring the screen)XXXXXX
  • #6: The commonest form of GI are without doubt HUDs and ‘overlays’ (think Starcraft / WoW). However these aren’t the only for of GI and are not reflective of the art of GI design.
  • #8: The commonest form of GI are without doubt HUDs and ‘overlays’ (think Starcraft / WoW). However these aren’t the only for of GI and are not reflective of the art of GI design.
  • #12: This diagram, while primarily about 3D game interface relationships can easily be applied to 2D game development. However to explain the concepts of diegetic / spatial interfaces it is easier to use 3D games as they are easier to demonstrate or show examples of. That said, 2D games do use these techniques – most commonly found in platform or top down games. For example take the 1up mushroom in Super Mario. This isn’t a part of the game play / mechanic as it doesn’t provide any benefit to the character – it only benefits the player (by giving an extra life)Erik Fagerholt / Magnus Lorentzon
  • #13: This diagram, while primarily about 3D game interface relationships can easily be applied to 2D game development. However to explain the concepts of diegetic / spatial interfaces it is easier to use 3D games as they are easier to demonstrate or show examples of. That said, 2D games do use these techniques – most commonly found in platform or top down games. For example take the 1up mushroom in Super Mario. Tbhis isn’t a part of the game play / mechanic as it doesn’t provide any benefit to the character – it only benefits the player (by giving an extra life)
  • #14: Interface that is rendered outside the game world, only visible and audible to the players in the real world. Example: most classic heads-up display (HUD) elements
  • #15: This diagram, while primarily about 3D game interface relationships can easily be applied to 2D game development. However to explain the concepts of diegetic / spatial interfaces it is easier to use 3D games as they are easier to demonstrate or show examples of. That said, 2D games do use these techniques – most commonly found in platform or top down games. For example take the 1up mushroom in Super Mario. Tbhis isn’t a part of the game play / mechanic as it doesn’t provide any benefit to the character – it only benefits the player (by giving an extra life)
  • #16: Here we have the Zombie Tycoon game developed by Frima Studios with Stage3D. This gives a very good demonstration of Spatial, non-spatial, non-diegetic interface items
  • #17: This diagram, while primarily about 3D game interface relationships can easily be applied to 2D game development. However to explain the concepts of diegetic / spatial interfaces it is easier to use 3D games as they are easier to demonstrate or show examples of. That said, 2D games do use these techniques – most commonly found in platform or top down games. For example take the 1up mushroom in Super Mario. Tbhis isn’t a part of the game play / mechanic as it doesn’t provide any benefit to the character – it only benefits the player (by giving an extra life)
  • #18: Items that may exist in the game but are not displayed spatially. The most apparent example is effects rendered on the screen, such as blood spatter on the camera to indicate damage.
  • #19: This diagram, while primarily about 3D game interface relationships can easily be applied to 2D game development. However to explain the concepts of diegetic / spatial interfaces it is easier to use 3D games as they are easier to demonstrate or show examples of. That said, 2D games do use these techniques – most commonly found in platform or top down games. For example take the 1up mushroom in Super Mario. Tbhis isn’t a part of the game play / mechanic as it doesn’t provide any benefit to the character – it only benefits the player (by giving an extra life)