Game Design 2: Lecture 1 - Introduction
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Game Design 2: Lecture 1 - Introduction

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This serves as an introduction to the module which will focus on game interface design and information communication.

This serves as an introduction to the module which will focus on game interface design and information communication.

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    Game Design 2: Lecture 1 - Introduction Game Design 2: Lecture 1 - Introduction Presentation Transcript

    • Game Design 2 Lecture 1: Game Interface Design 2013
    • Important Stuff • 20 credits • 50% Coursework • 50% Exam (2 hr) • Coursework given out around week 5* • Will be using Adobe Flash CS5.5 for labs. • http://www.gcugd2.com • @gcugd2 *probably
    • Who am I? • CS @ Strathclyde / Games @ Caledonian • Dare to be Digital • e-Bug • Brand Bang! and others... • david.farrell@gcu.ac.uk • @unthank • M615 (Jon’s old desk)
    • Dare to be Digital
    • e-Bug: Platform Game
    • e-Bug Detective Game
    • Game Interface Design?
    • Game Interface? • Menus • Hud • Data (abstracted?) • Interaction
    • ‘main’ menus
    • in-game menus
    • 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
    • data communication and abstraction
    • interaction
    • 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?
    • So what next?
    • Lectures • data visulisation • communication with the player • menu design and flow • semiotics
    • Tutorials • play games • find examples of learning outcomes • discuss how to improve • practice designing interfaces • ‘paper’ prototyping
    • Labs • Learn how to use Adobe Flash CS5.5 to create interfaces • Learn ActionScript 3 basics • Learn how to combine the two to create script driven interfaces.
    • Contact • david.farrell@gcu.ac.uk • http://www.gcugd2.com • What do you want? • @gcugd2 • If you want to meet in person: • M615