1st Year Game Design Introduction To Game Interface Design


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1st Year Game Design Introduction To Game Interface Design

  1. 1. Games Design Brain Dump <ul><li>The kind of lecture you give when there’s no exam. </li></ul>
  2. 2. Who am I? <ul><li>David Farrell </li></ul><ul><ul><li>CS @ Strathclyde </li></ul></ul><ul><ul><li>Games @ Caledonian </li></ul></ul><ul><ul><li>Dare to be Digital </li></ul></ul><ul><ul><li>e-Bug </li></ul></ul><ul><li>[email_address] </li></ul>
  3. 3. Dare to be Digital
  4. 4. e-Bug: Platform Game
  5. 7. e-Bug Detective Game
  6. 11. Game Interface Design?
  7. 12. Game Interface? <ul><li>Menus </li></ul><ul><li>Hud </li></ul><ul><li>Data (abstracted?) </li></ul><ul><li>Interaction </li></ul>
  8. 13. ‘main’ menus
  9. 16. in-game menus
  10. 19. HUD Heads Up Display
  11. 20. <ul><li>“ any transparent display that presents data without requiring the user to look away from his or her usual viewpoint.” </li></ul>Wikipedia article on Heads Up Display, http://en.wikipedia.org/wiki/Head-up_display , 2009
  12. 25. data communication and abstraction
  13. 30. interaction
  14. 33. Design?
  15. 34. <ul><li>“ Design is the process by which a designer creates a context to be encountered by a participant, from which meaning emerges.” </li></ul>Salen and Zimmerman, Rules of Play, page 41, SAGE Publications, 2004
  16. 35. <ul><li>These make sense. The design says “push me”. </li></ul>
  17. 36. <ul><li>This make sense. </li></ul><ul><li>The handle (and all that text) says “pull me”. </li></ul>
  18. 37. <ul><li>But what the heck do you do here? </li></ul>For a bonus point: Have you seen this design mistake on campus?
  19. 38. <ul><li>Is this good design? </li></ul>
  20. 39. <ul><li>Is this good design? </li></ul>
  21. 40. <ul><li>Design is used to communicate with the player. </li></ul>
  22. 41. <ul><li>This game has many many many combos... </li></ul>...but did anyone learn them?
  23. 42. What is colour for? <ul><li>to label (colour as noun) </li></ul><ul><li>to measure (colour as quantity) </li></ul><ul><li>to represent / imitate reality </li></ul><ul><li>to enliven or decorate (colour as beauty) </li></ul>
  24. 43. Colour in Games <ul><li>Team identification </li></ul><ul><li>Item highlighting </li></ul><ul><li>Mood, tone & aesthetics </li></ul><ul><li>Convey information </li></ul>
  25. 44. Team Identification
  26. 45. Item Highlighting
  27. 47. Mood & Tone
  28. 51. Convey Information
  29. 55. Combining Colours
  30. 56. Semiotics A sign is “something that stands for something to someone in some capacity”
  31. 58. Literacy <ul><li>Literacy is normally thought of as the ability to read and write. </li></ul><ul><li>You can interpret meaning from other stimuli than just text. </li></ul><ul><ul><li>art, music, film, fashion, advertising </li></ul></ul><ul><li>Many mediums convey more through images than text </li></ul>
  32. 59. Reading & Writing <ul><li>You don’t just read, you read or write something in some way . </li></ul><ul><ul><li>newspaper vs rap </li></ul></ul><ul><ul><li>essays vs fiction </li></ul></ul><ul><li>Each domain has its own rules & requirements </li></ul><ul><li>These can be considered separate literacies </li></ul>
  33. 60. What does this mean? “ The guard dribbled down court, held up two fingers and passed to the open man.”
  34. 61. Semiotic Domains <ul><li>Within each domain, all sorts of things can take on meaning. </li></ul><ul><li>Someone can be musically literate without knowing how to read notation. </li></ul><ul><ul><li>they are part of a different semiotic domain </li></ul></ul>
  35. 62. Games Literacy
  36. 63. Game Domains <ul><li>Game literacy is really an umbrella term for many sub domain literacies. </li></ul><ul><li>FPS game domain expectations of a box would differ from a platform game </li></ul>
  37. 65. Short Cut <ul><li>By understanding the meaning of symbols, the designer can avoid the need to explain or teach the player what something does. </li></ul>
  38. 67. Cultural Semiotics <ul><li>Swastika symbol has many meanings but in western culture the association with Naziism is overwhelming. </li></ul><ul><li>Possible to cause offence or create meaning where none intended. </li></ul>
  39. 70. Game Tells <ul><li>The decisions you make about your game’s art style convey information to the potential player. </li></ul><ul><li>This is not ‘art’ this is games design. </li></ul>
  40. 72. Sci Fi Corridors <ul><li>Sci Fi corridors and doors often have angled or curved walls. </li></ul><ul><li>In the future, we’ll probably have rectangular walls but the art design isn’t trying to be realistic, it’s trying to communicate . </li></ul><ul><li>Desaturated, gloomy colours are often used to imply a grim future environment. </li></ul>
  41. 74. Association <ul><li>People associate and identify themselves with certain things. </li></ul><ul><li>Blue for boys, pink for girls </li></ul><ul><li>Brands like Apple, FCUK have a lot of meaning for people. </li></ul><ul><li>The visual style of a game is important. </li></ul>
  42. 77. That’s That <ul><li>This lecture touches on some of the topics covered in 3 rd year games design. </li></ul><ul><li>Hopefully you’ll all forget before you get to 3 rd year so I don’t have to reinvent all my examples. </li></ul>
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