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Game Interfaces
Mike Jones
Designing
Mike Jones
pixadecimal.com
blog.flashgen.com
@FlashGen
A primer, of sorts…
• relevant information to the player
• occupy minimal screen real estate
• design to be unobtrusive
• need not be permanently visible
• can adapt / evolve
• simplicity goes a long way
• avoid “shrink wrapping” your games
however…
The poetics of space
Sometimes the house of the future is better built, lighter and larger than all the
houses of the past, so that the image of the dream house is opposed to that of the
childhood home…. Maybe it is a good thing for us to keep a few dreams of a house
that we shall live in later, always later, so much later, in fact, that we shall not have
time to achieve it. For a house that was final, one that stood in symmetrical relation
to the house we were born in, would lead to thoughts—serious, sad thoughts—and
not to dreams.
It is better to live in a state of impermanence than in one of finality.
—Gaston Bachelard, The Poetics of Space
Fagerholt, Lorentzon (2009) "Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games". MSc Thesis, Chalmers University of Technology
Fagerholt, Lorentzon (2009) "Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games". MSc Thesis, Chalmers University of Technology
Fagerholt, Lorentzon (2009) "Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games". MSc Thesis, Chalmers University of Technology
Fagerholt, Lorentzon (2009) "Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games". MSc Thesis, Chalmers University of Technology
mix it all together…
Touch me
• touch based devices compound game interface integration
• the “fourth wall” now becomes the main input
• input precision and screen size require additional thought
• players thumbs, fingers can easily obscure areas of the screen
• the device itself becomes an extension of the interface
one more thing…
Questions?
• Articles & Publications
• Beyond 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.pdf
• User Interface design in video games - Anthony Stonehouse
http://www.thewanderlust.net/blog/2010/03/29/user-interface-design-in-video-games/
• Replay: The History of Video Games – Tristan Donovan
Thank You
Mike Jones
pixadecimal.com
blog.flashgen.com
@FlashGen

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Designing Game Interfaces

  • 3.
  • 4. A primer, of sorts…
  • 5.
  • 6.
  • 7.
  • 8.
  • 9.
  • 10.
  • 11. • relevant information to the player • occupy minimal screen real estate • design to be unobtrusive • need not be permanently visible • can adapt / evolve • simplicity goes a long way • avoid “shrink wrapping” your games
  • 13.
  • 14. The poetics of space
  • 15. Sometimes the house of the future is better built, lighter and larger than all the houses of the past, so that the image of the dream house is opposed to that of the childhood home…. Maybe it is a good thing for us to keep a few dreams of a house that we shall live in later, always later, so much later, in fact, that we shall not have time to achieve it. For a house that was final, one that stood in symmetrical relation to the house we were born in, would lead to thoughts—serious, sad thoughts—and not to dreams. It is better to live in a state of impermanence than in one of finality. —Gaston Bachelard, The Poetics of Space
  • 16. Fagerholt, Lorentzon (2009) "Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games". MSc Thesis, Chalmers University of Technology
  • 17. Fagerholt, Lorentzon (2009) "Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games". MSc Thesis, Chalmers University of Technology
  • 18.
  • 19. Fagerholt, Lorentzon (2009) "Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games". MSc Thesis, Chalmers University of Technology
  • 20.
  • 21.
  • 22. Fagerholt, Lorentzon (2009) "Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games". MSc Thesis, Chalmers University of Technology
  • 23.
  • 24.
  • 25.
  • 26.
  • 27.
  • 28. mix it all together…
  • 29.
  • 31.
  • 32.
  • 33.
  • 34.
  • 35.
  • 36.
  • 37.
  • 38.
  • 39.
  • 40. • touch based devices compound game interface integration • the “fourth wall” now becomes the main input • input precision and screen size require additional thought • players thumbs, fingers can easily obscure areas of the screen • the device itself becomes an extension of the interface
  • 42.
  • 44. • Articles & Publications • Beyond 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.pdf • User Interface design in video games - Anthony Stonehouse http://www.thewanderlust.net/blog/2010/03/29/user-interface-design-in-video-games/ • Replay: The History of Video Games – Tristan Donovan