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 Adob...
Who am I?
• CS @ Strathclyde / Games @ Caledonian
• Dare to be Digital
• e-Bug
• Brand Bang! and others...
• david.farrell...
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.”
Wiki...
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 emerge...
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
• ‘pap...
Labs
• Learn how to use Adobe Flash CS5.5 to
create interfaces
• Learn ActionScript 3 basics
• Learn how to combine the tw...
Contact
• david.farrell@gcu.ac.uk
• http://www.gcugd2.com
• What do you want?
• @gcugd2
• If you want to meet in person:
•...
Game Design 2: Lecture 1 - Introduction
Game Design 2: Lecture 1 - Introduction
Game Design 2: Lecture 1 - Introduction
Game Design 2: Lecture 1 - Introduction
Game Design 2: Lecture 1 - Introduction
Game Design 2: Lecture 1 - Introduction
Game Design 2: Lecture 1 - Introduction
Game Design 2: Lecture 1 - Introduction
Game Design 2: Lecture 1 - Introduction
Game Design 2: Lecture 1 - Introduction
Game Design 2: Lecture 1 - Introduction
Game Design 2: Lecture 1 - Introduction
Game Design 2: Lecture 1 - Introduction
Game Design 2: Lecture 1 - Introduction
Game Design 2: Lecture 1 - Introduction
Game Design 2: Lecture 1 - Introduction
Game Design 2: Lecture 1 - Introduction
Game Design 2: Lecture 1 - Introduction
Game Design 2: Lecture 1 - Introduction
Game Design 2: Lecture 1 - Introduction
Game Design 2: Lecture 1 - Introduction
Game Design 2: Lecture 1 - Introduction
Game Design 2: Lecture 1 - Introduction
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.

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Game Design 2: Lecture 1 - Introduction

  1. 1. Game Design 2 Lecture 1: Game Interface Design 2013
  2. 2. 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
  3. 3. 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)
  4. 4. Dare to be Digital
  5. 5. e-Bug: Platform Game
  6. 6. e-Bug Detective Game
  7. 7. Game Interface Design?
  8. 8. Game Interface? • Menus • Hud • Data (abstracted?) • Interaction
  9. 9. ‘main’ menus
  10. 10. in-game menus
  11. 11. HUD Heads Up Display
  12. 12. “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
  13. 13. data communication and abstraction
  14. 14. interaction
  15. 15. Design?
  16. 16. “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
  17. 17. These make sense. The design says “push me”.
  18. 18. This make sense. The handle (and all that text) says “pull me”.
  19. 19. But what the heck do you do here? For a bonus point: Have you seen this design mistake on campus?
  20. 20. Is this good design?
  21. 21. Is this good design?
  22. 22. Design is used to communicate with the player.
  23. 23. This game has many many many combos... ...but did anyone learn them?
  24. 24. So what next?
  25. 25. Lectures • data visulisation • communication with the player • menu design and flow • semiotics
  26. 26. Tutorials • play games • find examples of learning outcomes • discuss how to improve • practice designing interfaces • ‘paper’ prototyping
  27. 27. 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.
  28. 28. Contact • david.farrell@gcu.ac.uk • http://www.gcugd2.com • What do you want? • @gcugd2 • If you want to meet in person: • M615
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