Game Design 2 - Lecture 2 - Menu Flow

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    Game Design 2 - Lecture 2 - Menu Flow - Presentation Transcript

    1. Game Design 2
      • Lecture 2: Planning Menu Flow
    2. Errata and News
      • I am available:
        • Monday, Tuesday, Friday, Thursday
      • Welcome artists?
      • Website still ropey but yesterday’s slides and audio are online
      • http://www.comu346.com
      • [email_address]
    3. Why plan?
      • Getting it right first time saves time
      • Clarify your needs
      • Distribute work
      • Schedule
      • Get approval
    4. Helping Games Design
      • CounterStrike ‘buy’ menu.
        • could have been difficult to put in later
      • Civilization 4 Trade screen
        • interface forces single civic change
          • this hurts the design
    5.  
    6.  
    7. User Centric Design
      • You are (almost never) your target user
      • Find out what they think of other interfaces
      • Design around their preferences
      • Test your design and iterate!
    8.  
    9. Prioritise Design Goals
      • Always conflicting factors in a design
        • fact filled educational game
        • slick interface
      • Prioritise simplicity or customisation?
    10.  
    11. Planning a Front End
      • When designing your Werewolf interfaces, you all considered the layout
      • But did you consider the flow of screens and menus?
    12. “ Clear communication of the flow of the interface is the number one goal of a flow chart.” 1 1. Brent Fox, Game Interface Design, Page 13
      • Identify how you get from A to B
      • If you use good software, you can mock up different flows using same screens.
      • Avoid having screens that you can’t get to
      Flowcharts
    13.  
    14.  
    15. Flowchart Software
      • Any tool that works
        • Illustrator?
        • Flash?
        • Web tools like lovelycharts.com
    16. Flowchart Techniques
      • 37 Signals is a company that specialises in well designed groupware.
      • They have a simple approach to flowcharting
      • (article he re: http://bit.ly/37flowcharts )
      • Good for Use Case modelling
    17.  
    18.  
    19.  
    20. Multiple possible user actions Multiple outcome actions
    21. 37 Signals Sketching
      • Pro’s
        • Good for quick idea sketching
        • Good for use case modelling
        • Easy to see important elements without getting lost in detail
    22. Brent Fox’s Approach
        • Draw a box, place title at top
        • Write screen options in box
        • ‘Guess’ at options in each screen
        • Link screens with arrows
        • Italics for important but non interactive items
        • Padlock symbols for ‘locked’ items
        • Simple use of colour
      Brent Fox’s Approach
    23.  
    24.  
    25. Pop Up Menus
      • Not usually standalone
      • Usually appear on top of screen
      • Cover only part of screen (dim)
      • Modal
      • Usually little info
      • Don’t usually go anywhere (dead end)
    26. Buttons etc.
    27. Interaction Options
      • Push Buttons
      • Radio Buttons (toggle)
      • Sliders
      • Lists
      • Text Fields
      • Drop Down Menus
    28.  
    29.  
    30.  
    31.  
    32. Radio Buttons
      • Used to either toggle
      • Or select from a group
    33. Sliders
      • Adjust values with wide range.
      • Numeric ranges.
      • Music volume
      • Often used for settings
    34.  
    35. Lists & Drop Downs
      • Used to display ordered data
      • Used to allow navigation
      • Can be single or multiple select
      • Either selection can move or list can move
    36.  
    37.  
    38.  
    39. Text Fields
      • User input for naming or communication
      • Intuitive with PC.
      • OK with iPhone
      • Annoying with console
    40.  
    41. Notices
      • By next week, website will have lectures & recommended reading lists online.
      • Twitter? @comu346
      • If you missed yesterday’s lecture, come see me
      • No tutorial on Thursday but there will be a lab.

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