1st Year Game Design Introduction To Game Interface Design

Loading...

Flash Player 9 (or above) is needed to view presentations.
We have detected that you do not have it on your computer. To install it, go here.

0 comments

Post a comment

    Post a comment
    Embed Video
    Edit your comment Cancel

    Favorites, Groups & Events

    1st Year Game Design Introduction To Game Interface Design - Presentation Transcript

    1. Games Design Brain Dump
      • The kind of lecture you give when there’s no exam.
    2. Who am I?
      • David Farrell
        • CS @ Strathclyde
        • Games @ Caledonian
        • Dare to be Digital
        • e-Bug
      • [email_address]
    3. Dare to be Digital
    4. e-Bug: Platform Game
    5.  
    6.  
    7. e-Bug Detective Game
    8.  
    9.  
    10.  
    11. Game Interface Design?
    12. Game Interface?
      • Menus
      • Hud
      • Data (abstracted?)
      • Interaction
    13. ‘main’ menus
    14.  
    15.  
    16. in-game menus
    17.  
    18.  
    19. HUD Heads Up Display
      • “ any transparent display that presents data without requiring the user to look away from his or her usual viewpoint.”
      Wikipedia article on Heads Up Display, http://en.wikipedia.org/wiki/Head-up_display , 2009
    20.  
    21.  
    22.  
    23.  
    24. data communication and abstraction
    25.  
    26.  
    27.  
    28.  
    29. interaction
    30.  
    31.  
    32. Design?
      • “ Design is the process by which a designer creates a context to be encountered by a participant, from which meaning emerges.”
      Salen and Zimmerman, Rules of Play, page 41, SAGE Publications, 2004
      • These make sense. The design says “push me”.
      • This make sense.
      • The handle (and all that text) says “pull me”.
      • But what the heck do you do here?
      For a bonus point: Have you seen this design mistake on campus?
      • Is this good design?
      • Is this good design?
      • Design is used to communicate with the player.
      • This game has many many many combos...
      ...but did anyone learn them?
    33. What is colour for?
      • to label (colour as noun)
      • to measure (colour as quantity)
      • to represent / imitate reality
      • to enliven or decorate (colour as beauty)
    34. Colour in Games
      • Team identification
      • Item highlighting
      • Mood, tone & aesthetics
      • Convey information
    35. Team Identification
    36. Item Highlighting
    37.  
    38. Mood & Tone
    39.  
    40.  
    41.  
    42. Convey Information
    43.  
    44.  
    45.  
    46. Combining Colours
    47. Semiotics A sign is “something that stands for something to someone in some capacity”
    48.  
    49. Literacy
      • Literacy is normally thought of as the ability to read and write.
      • You can interpret meaning from other stimuli than just text.
        • art, music, film, fashion, advertising
      • Many mediums convey more through images than text
    50. Reading & Writing
      • You don’t just read, you read or write something in some way .
        • newspaper vs rap
        • essays vs fiction
      • Each domain has its own rules & requirements
      • These can be considered separate literacies
    51. What does this mean? “ The guard dribbled down court, held up two fingers and passed to the open man.”
    52. Semiotic Domains
      • Within each domain, all sorts of things can take on meaning.
      • Someone can be musically literate without knowing how to read notation.
        • they are part of a different semiotic domain
    53. Games Literacy
    54. Game Domains
      • Game literacy is really an umbrella term for many sub domain literacies.
      • FPS game domain expectations of a box would differ from a platform game
    55.  
    56. Short Cut
      • By understanding the meaning of symbols, the designer can avoid the need to explain or teach the player what something does.
    57.  
    58. Cultural Semiotics
      • Swastika symbol has many meanings but in western culture the association with Naziism is overwhelming.
      • Possible to cause offence or create meaning where none intended.
    59.  
    60.  
    61. Game Tells
      • The decisions you make about your game’s art style convey information to the potential player.
      • This is not ‘art’ this is games design.
    62.  
    63. Sci Fi Corridors
      • Sci Fi corridors and doors often have angled or curved walls.
      • In the future, we’ll probably have rectangular walls but the art design isn’t trying to be realistic, it’s trying to communicate .
      • Desaturated, gloomy colours are often used to imply a grim future environment.
    64.  
    65. Association
      • People associate and identify themselves with certain things.
      • Blue for boys, pink for girls
      • Brands like Apple, FCUK have a lot of meaning for people.
      • The visual style of a game is important.
    66.  
    67.  
    68. That’s That
      • This lecture touches on some of the topics covered in 3 rd year games design.
      • Hopefully you’ll all forget before you get to 3 rd year so I don’t have to reinvent all my examples.

    + unthankunthank, 1 month ago

    custom

    138 views, 0 favs, 0 embeds more stats

    More info about this document

    © All Rights Reserved

    Go to text version

    • Total Views 138
      • 138 on SlideShare
      • 0 from embeds
    • Comments 0
    • Favorites 0
    • Downloads 6
    Most viewed embeds

    more

    All embeds

    less

    Flagged as inappropriate Flag as inappropriate
    Flag as inappropriate

    Select your reason for flagging this presentation as inappropriate. If needed, use the feedback form to let us know more details.

    Cancel
    File a copyright complaint
    Having problems? Go to our helpdesk?

    Categories