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Chapter 08 GAME 100
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Game Development Essentials 2e

Game Development Essentials 2e

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Transcript

  • 1. Game Development Essentials An Introduction (2 nd Edition)
  • 2. Chapter 8 Interface creating the connection
  • 3. Key Chapter Questions
    • ■ How do game interfaces relate to p layer-centered design ?
    • ■ What are the components of game interfaces?
    • ■ What is the difference between a manual and a 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 Types Manual (Physical)
  • 7. Interface Types Manual (Physical) PS3
  • 8. Interface Types Manual (Physical) Xbox 360
  • 9. Interface Types Manual (Physical) Wii
  • 10. Interface Types Visual Active World of Warcraft
  • 11. Interface Types Visual Passive Lost Planet
  • 12. Visual Interfaces Components Score Score display in NBA 07
  • 13. Visual Interfaces Components Lives & Power Lives remaining display in Super Mario Sunshine and power display in Dead Rising.
  • 14. Visual Interfaces Components Map Maps can be effective interface elements, whether they appear passively outside the game’s “playing field” ( Grand Theft Auto: Vice City, shown) or are accessed actively as their own menu systems (Bully, shown).
  • 15. Visual Interfaces Components Character Tiger Woods PGA Tour ‘06 utilizes EA’s sophisticated Game Face character creation interface.
  • 16. Visual Interfaces Components Character Player character inventory interface from Diablo II
  • 17. Visual Interfaces Components Start Screen The Crazy Bunker start screen utilizes a simple interface consisting primarily of a start (“go”) button, and fields for the player to enter a username and password.
  • 18. Visual Interfaces Genre-Specific Features
    • Action
    • Adventure
    • Role-Playing
    • Simulation
    • Sports
    • Strategy
  • 19. Usability Dysfunctional Interfaces
    • Cryptic
    • Complex
    • Simplistic
    • Inconsistent
    • Inefficient
    • Cluttered
  • 20. Usability Accessibility Visual Alpha Centauri ’s color scheme can be changed to one suitable for players who are color-blind.
  • 21. Usability Accessibility Audio Jade Empire —which displays subtitles for character dialogue—does not require audio in order to play.
  • 22. Usability Accessibility Motor (Physical) Psychonauts allows players who have physical disabilities to play the game using specialized equipment.
  • 23. Usability Accessibility Speech SOCOM: U.S. Navy Seals —a game that focuses on speech as a communication method—allows players the option of communicating by text.
  • 24. Usability Accessibility Cognitive The Sims 2 utilizes an icon-based interface, although players may communicate optionally via text.
  • 25. Saving the Game Quick-Save Prey
  • 26. Saving the Game Auto-Save God of War
  • 27. Saving the Game Save to Slot or File Syberia
  • 28. 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
  • 29. 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