Game Design 2 - Lecture 4 - Layering and Separation

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    Game Design 2 - Lecture 4 - Layering and Separation - Presentation Transcript

    1. Game Design 2 Lecture 4: Layering & Separation http://www.comu346.com dfarrell@davidlearnsgames.com
    2. Errata and News • Did everyone get last week’s tutorial? • Reading for Colour lecture online now. • Audio for Colour lecture up tonight hopefully.
    3. Reading • Tufte pages 53 - 66 • http://bit.ly/l4dlight (Left 4 Dead use of light) • http://bit.ly/worldofgootour (video)
    4. Flatland • Flatland: A Romance of Many Dimensions • 1884 Novel by Edwin A. Abbott • Contemplates how world would look to lesser and greater dimensions
    5. Triangle in 2D
    6. Triangle in 1D
    7. Sphere in 1D
    8. 3D represented in 2D
    9. Data Visualisation • Life is navigated in 3D • Mathematics can portray xD • All(most all) of our displays are 2D • How do we map data to 2D? • One technique is layering and separation
    10. “Escaping this flatland is the essential task of envisioning information” Tufte, Envisioning Information, Page 13
    11. Information • simple or complicated • detailed or sparse • analogue or digital
    12. Design • understandable or confusing • clear or cluttered • the point of design is to reveal detail and complexity • the data is never at fault • the user is never at fault
    13. Harmonising Elements • Careful layout diminishes 1 + 1 = 3 clutter • Avoid ‘active negative space’ • Words have fewer descenders than ascenders • Curved text is hard to read
    14. Negative Space
    15. 1+1=3
    16. Subtle Differences • All differences mean something
    17. Games Examples • 2D & 3D games use layering & separation to communicate with player. • HUD is layered on top of game world • Games like Half Life 2 & Shadow of the Colossus foreshadow future events through use of background
    18. Madden 10
    19. Championship Manager
    20. Left 4 Dead
    21. World of Goo
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