Mike Jones discusses game interface design. He notes that interfaces should provide relevant information to players using minimal screen space and in an unobtrusive way. Common interface elements include score, time, health and ammunition. Interfaces don't need to be permanently visible and can adapt over time. The document also discusses using the environment instead of heads-up displays to immerse players and the potential for touch interfaces to blend into games by using devices as extensions of in-game interfaces.
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS GamesElectronic Arts / DICE
Master thesis from Chalmers University of Technology done at DICE in 2009.
Full thesis available on: http://publications.dice.se and http://publications.lib.chalmers.se/cpl/record/index.xsql?pubid=111921
The concept of immersion has been adapted by game developers and game critics to describe a deep and positive game experience. While the definition of this concept varies, the user interface of the game is often said to affect the degree to which players can immerse themselves in a game experience. In cooperation with game developer DICE, this master thesis aims to investigate how the notion of immersion affects, and is affected by, the user interface (UI) of first-person shooter games, with the ultimate purpose of delivering user interface guidelines for increased immersion. By conducting a study of contemporary first-person shooter (FPS) games, the current state of user interfaces in FPS games is documented. With the addition of a subjective study of FPS games as well as games of other genres, a design space for UI designers is mapped out in order to provide a structure upon which the guidelines can be built. A literature study of various resources within the fields of ludology, cognitive science and media studies is conducted in order to gain increased understanding of what immersion is and its relation to the game experience. The knowledge acquired is used to formulate various hypotheses of how player immersion is connected to the user interfaces of FPS games. These hypotheses are evaluated by user studies and user tests. Looking at the results of the user tests and the literature study, a final definition of immersion is proposed, upon which the guidelines are based. The first guideline, Know Your Design Space, explains the user interface design space of FPS games and encourages UI designers to look at it as a set of tools. Know Your Game discusses how the competitive focus of the game and the game fiction affects the user interface from an immersion point of view. The guideline Establish Player Agency focuses on how the player can be transferred into the game world by acting within it as an agent rather than simply a player of the game. Finally, Strengthen the Player-Avatar Perceptual Link suggests how the user interface can link the player closer to his in-game character on a perceptual level.
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS GamesElectronic Arts / DICE
Master thesis from Chalmers University of Technology done at DICE in 2009.
Full thesis available on: http://publications.dice.se and http://publications.lib.chalmers.se/cpl/record/index.xsql?pubid=111921
The concept of immersion has been adapted by game developers and game critics to describe a deep and positive game experience. While the definition of this concept varies, the user interface of the game is often said to affect the degree to which players can immerse themselves in a game experience. In cooperation with game developer DICE, this master thesis aims to investigate how the notion of immersion affects, and is affected by, the user interface (UI) of first-person shooter games, with the ultimate purpose of delivering user interface guidelines for increased immersion. By conducting a study of contemporary first-person shooter (FPS) games, the current state of user interfaces in FPS games is documented. With the addition of a subjective study of FPS games as well as games of other genres, a design space for UI designers is mapped out in order to provide a structure upon which the guidelines can be built. A literature study of various resources within the fields of ludology, cognitive science and media studies is conducted in order to gain increased understanding of what immersion is and its relation to the game experience. The knowledge acquired is used to formulate various hypotheses of how player immersion is connected to the user interfaces of FPS games. These hypotheses are evaluated by user studies and user tests. Looking at the results of the user tests and the literature study, a final definition of immersion is proposed, upon which the guidelines are based. The first guideline, Know Your Design Space, explains the user interface design space of FPS games and encourages UI designers to look at it as a set of tools. Know Your Game discusses how the competitive focus of the game and the game fiction affects the user interface from an immersion point of view. The guideline Establish Player Agency focuses on how the player can be transferred into the game world by acting within it as an agent rather than simply a player of the game. Finally, Strengthen the Player-Avatar Perceptual Link suggests how the user interface can link the player closer to his in-game character on a perceptual level.
This booklet outlines important aspects of game design including; controls, mechanics, gameplay (achievements, competition and challenge), learning, immersion, storyline (characters, plot, location), graphics and sound.
This PowerPoint goes over research for unit 4. Research mainly goes over analyzing existing products which helps to get a sense of what to expect for the product.
Killzone 2 for the playstation 3 and killzone.com pair up to deepen the game experience.
Using the web and console platforms to make use of their strengths and possibilities Killzone 2 offers a more immersive game environment. With a cross-platform strategy game developers can further extend the gameplay, even after the title has been released.
This booklet outlines important aspects of game design including; controls, mechanics, gameplay (achievements, competition and challenge), learning, immersion, storyline (characters, plot, location), graphics and sound.
This PowerPoint goes over research for unit 4. Research mainly goes over analyzing existing products which helps to get a sense of what to expect for the product.
Killzone 2 for the playstation 3 and killzone.com pair up to deepen the game experience.
Using the web and console platforms to make use of their strengths and possibilities Killzone 2 offers a more immersive game environment. With a cross-platform strategy game developers can further extend the gameplay, even after the title has been released.
Mobile game design: What makes it different? v2Devin Becker
Part of a class on mobile game design about what makes it different from game design for other platforms. Intended to get you thinking about all the differences and how they impact your designs so you aren't surprised!
Updated a bit from the old version.
Game Design 2 (2010): Lecture 3 - UI ComponentsDavid Farrell
This week's class looks at how to properly choose and use standard UI components like pulldown menus and slider bars. We also look at the UI from Mass Effect.
NOTE: this is NOT the slide deck I presented, rather it's a "extended dance remix version" where many things I cut out for time are put back in.
In 2013, Don Norman updated The Design Of Everyday Things. In 2015, references to "affodances" and "feedback" were everywhere at GDC. As games reacher broader audiences, it's critical that game designers make games accessible to players who are more familiar with Amazon than Fallout 4. A positive user experience can create the next Monument Valley or Clash of Clans.
Norman pointed out that a positive user experience begins with usability, but it doesn't end there. Great user experiences anticipate the user's needs and then go beyond that to delight. User experience designers have evolved a variety of approaches and tools to assure that the a product is "a joy to own, a joy to use."
In this talk, Christina will explore the core principles of user experience design, and how it can create games that are elegant and complete experiences that both serve and delight their players.
Takeaway
She will begin with relevant UXD approaches: Hick's Law, Concept Models, as well as affordances and feedback. She will present an introduction to useful techniques in UXD, from charrettes to journeymaps to usability. Finally, why user experience design is more than just good business, it's a moral prerogative.
Intended Audience
This talk is for game Designer, artists and anyone who has to make decisions about player-facing interfaces. A familiarity with popular games and software is needed, but no advanced knowledge is required. It will be an accessible talk.
LISA ASIA Forum - Localization Industry Standards Association
Presentation: Localizing Games & Interactive Media - How they differ from other software products
Suzhou, China. 29/07/2010
Overview of Computer Games
Personal computer games (PC games) are the games played on a personal computer using interface devices such as keyboard and mouse, a joystick or gamepad. Additionally sound may be provided through speakers or headphones.
The term computer game should not be messed with video games, console games, and arcade games. Video games and console games are usually connected to a TV, while arcade games are available in public spaces. At the outset, games were played at an arcade have evolved to be PC games played at home. This has made it possible to develop games of longer duration, and has done away with the requirement of inserting coins.
My Annual Project reprot on MING GAME ZONE
basicaly a C/C++ Game project consist of 5 games....
The Classic Games of :-
1) Tic Tac Toe
2) Snakes & Ladders
3) Battle Pong
4) Snake Man
5) Digital Simulator
Abhijeet Singh
The Game Studies Download is compiled annually by Jane McGonigal, Ian Bogost, and Mia Consalvo for the Game Developers Conference.
It's a summary of the top ten research findings from academic game studies from the previous calendar year.
Our main criteria for selecting studies is simple: the direct relevance of the researchers' insights to the future innovation of game design and development.
G4H: game accessibility research @ University of Nevada, RenoEelke Folmer
Invited talk at the Games for Health Conference workshop on game accessibility. This deck of slides discusses some of our research projects at the university of nevada in Reno such as a version of guitar hero that visually impaired can play. Interfaces to popular game genres for severe motor impaired and a virtual world interface that can be accessed with a screen reader.
Beyond the Rift: Virtual Reality Games and the Future of CommunicationJeannie Novak
How virtual reality, games, and social media are converging to transform the way we communicate -- and what the future holds for communication in space . . . and beyond :)
User Experience 4: Usable User InterfaceMarc Miquel
This presentation introduces several interfaces and discusses what their usability and user experience depend on.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Game Studies Download 2009 - Top 10 Research FindingsJane McGonigal
Ian Bogost, Mia Consalvo, and Jane McGonigal present a curated list of the top 10 most interesting, surprising, and useful findings from game studies research over the past year. Presented at the 2009 Game Developers Conference
Let's dive deeper into the world of ODC! Ricardo Alves (OutSystems) will join us to tell all about the new Data Fabric. After that, Sezen de Bruijn (OutSystems) will get into the details on how to best design a sturdy architecture within ODC.
PHP Frameworks: I want to break free (IPC Berlin 2024)Ralf Eggert
In this presentation, we examine the challenges and limitations of relying too heavily on PHP frameworks in web development. We discuss the history of PHP and its frameworks to understand how this dependence has evolved. The focus will be on providing concrete tips and strategies to reduce reliance on these frameworks, based on real-world examples and practical considerations. The goal is to equip developers with the skills and knowledge to create more flexible and future-proof web applications. We'll explore the importance of maintaining autonomy in a rapidly changing tech landscape and how to make informed decisions in PHP development.
This talk is aimed at encouraging a more independent approach to using PHP frameworks, moving towards a more flexible and future-proof approach to PHP development.
The Art of the Pitch: WordPress Relationships and SalesLaura Byrne
Clients don’t know what they don’t know. What web solutions are right for them? How does WordPress come into the picture? How do you make sure you understand scope and timeline? What do you do if sometime changes?
All these questions and more will be explored as we talk about matching clients’ needs with what your agency offers without pulling teeth or pulling your hair out. Practical tips, and strategies for successful relationship building that leads to closing the deal.
Software Delivery At the Speed of AI: Inflectra Invests In AI-Powered QualityInflectra
In this insightful webinar, Inflectra explores how artificial intelligence (AI) is transforming software development and testing. Discover how AI-powered tools are revolutionizing every stage of the software development lifecycle (SDLC), from design and prototyping to testing, deployment, and monitoring.
Learn about:
• The Future of Testing: How AI is shifting testing towards verification, analysis, and higher-level skills, while reducing repetitive tasks.
• Test Automation: How AI-powered test case generation, optimization, and self-healing tests are making testing more efficient and effective.
• Visual Testing: Explore the emerging capabilities of AI in visual testing and how it's set to revolutionize UI verification.
• Inflectra's AI Solutions: See demonstrations of Inflectra's cutting-edge AI tools like the ChatGPT plugin and Azure Open AI platform, designed to streamline your testing process.
Whether you're a developer, tester, or QA professional, this webinar will give you valuable insights into how AI is shaping the future of software delivery.
Builder.ai Founder Sachin Dev Duggal's Strategic Approach to Create an Innova...Ramesh Iyer
In today's fast-changing business world, Companies that adapt and embrace new ideas often need help to keep up with the competition. However, fostering a culture of innovation takes much work. It takes vision, leadership and willingness to take risks in the right proportion. Sachin Dev Duggal, co-founder of Builder.ai, has perfected the art of this balance, creating a company culture where creativity and growth are nurtured at each stage.
Dev Dives: Train smarter, not harder – active learning and UiPath LLMs for do...UiPathCommunity
💥 Speed, accuracy, and scaling – discover the superpowers of GenAI in action with UiPath Document Understanding and Communications Mining™:
See how to accelerate model training and optimize model performance with active learning
Learn about the latest enhancements to out-of-the-box document processing – with little to no training required
Get an exclusive demo of the new family of UiPath LLMs – GenAI models specialized for processing different types of documents and messages
This is a hands-on session specifically designed for automation developers and AI enthusiasts seeking to enhance their knowledge in leveraging the latest intelligent document processing capabilities offered by UiPath.
Speakers:
👨🏫 Andras Palfi, Senior Product Manager, UiPath
👩🏫 Lenka Dulovicova, Product Program Manager, UiPath
GraphRAG is All You need? LLM & Knowledge GraphGuy Korland
Guy Korland, CEO and Co-founder of FalkorDB, will review two articles on the integration of language models with knowledge graphs.
1. Unifying Large Language Models and Knowledge Graphs: A Roadmap.
https://arxiv.org/abs/2306.08302
2. Microsoft Research's GraphRAG paper and a review paper on various uses of knowledge graphs:
https://www.microsoft.com/en-us/research/blog/graphrag-unlocking-llm-discovery-on-narrative-private-data/
5. Game Interfaces 101 Useful in providing relevant information to the player Occupy minimal screen real estate Designed to be unobtrusive Common elements include score, time, health, bullets Need not be permanently visible Can adapt / evolve Simplicity goes a long way 5
7. Game Interfaces 101 Useful in providing relevant information to the player Occupy minimal screen real estate Designed to be unobtrusive Common elements include score, time, health, bullets Need not be permanently visible Can adapt / evolve Simplicity goes a long way 7
11. The Poetics of Space 11 Fagerholt, Lorentzon (2009) "Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games". MSc Thesis, Chalmers University of Technology
12. The Poetics of Space 12 Fagerholt, Lorentzon (2009) "Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games". MSc Thesis, Chalmers University of Technology
14. The Poetics of Space 14 Fagerholt, Lorentzon (2009) "Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games". MSc Thesis, Chalmers University of Technology
16. The Poetics of Space 16 Fagerholt, Lorentzon (2009) "Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games". MSc Thesis, Chalmers University of Technology
18. The Poetics of Space 18 Fagerholt, Lorentzon (2009) "Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games". MSc Thesis, Chalmers University of Technology
26. The power of touch Touch based devices compound game interface integration The “fourth wall” now becomes the main input Lack of input precision and screen size require additional thought Players thumbs, fingers can easily obscure areas of the screen The device itself becomes an extension of the interface 26
27. Summary Avoid “shrink wrapping” your games Test early and often Touch based devices can compound interface design 27
28. Additional Resources Articles & Publications Beyond the HUD: User Interfaces for Increased Player Immersion in FPS Games (MSc Thesis) - Erik Fagerholt, Magnus Lorentzon.http://publications.dice.se/attachments/beyond.the.hud.091025.pdf User Interface design in video games - Anthony Stonehousehttp://www.thewanderlust.net/blog/2010/03/29/user-interface-design-in-video-games/ Replay: The History of Video Games – Tristan Donovanhttp://www.amzn.com/0956507204 Examples Fortune Onlinehttp://www.fortuneonline.com Max Racerhttp://alternativaplatform.com/en/demos/maxracer/ Zombie Tycoonhttp://molehill.zombietycoon.com/ 28
29. Any Questions? Mike Jones Gaming Evangelist blog.flashgen.com @FlashGen http://gaming.adobe.com
30. Thank You Mike Jones Gaming Evangelist blog.flashgen.com @FlashGen http://gaming.adobe.com
Editor's Notes
The section titles are important as they emote a response for example:Game Interfaces 101 indicates that we will be looking at the nuts and bolts of GUIs in gamingThe poetics of space is about how the interface interacts with the game environment (in actual fact it is a book by Gaston Bachelard that discusses how we experience intimate places – a good book)Shrink Wrapped focuses on the common practice of designing the game then overlaying the interface afterwards – think HUDs.Touch, touch, touch looks at the UI issues that face game developers when designing for tables and other touch devices including elements like positioning, dexterity, reach and obstruction (thumbs etc obscuring the screen)XXXXXX
The commonest form of GI are without doubt HUDs and ‘overlays’ (think Starcraft / WoW). However these aren’t the only for of GI and are not reflective of the art of GI design.
The commonest form of GI are without doubt HUDs and ‘overlays’ (think Starcraft / WoW). However these aren’t the only for of GI and are not reflective of the art of GI design.
This diagram, while primarily about 3D game interface relationships can easily be applied to 2D game development. However to explain the concepts of diegetic / spatial interfaces it is easier to use 3D games as they are easier to demonstrate or show examples of. That said, 2D games do use these techniques – most commonly found in platform or top down games. For example take the 1up mushroom in Super Mario. This isn’t a part of the game play / mechanic as it doesn’t provide any benefit to the character – it only benefits the player (by giving an extra life)Erik Fagerholt / Magnus Lorentzon
This diagram, while primarily about 3D game interface relationships can easily be applied to 2D game development. However to explain the concepts of diegetic / spatial interfaces it is easier to use 3D games as they are easier to demonstrate or show examples of. That said, 2D games do use these techniques – most commonly found in platform or top down games. For example take the 1up mushroom in Super Mario. Tbhis isn’t a part of the game play / mechanic as it doesn’t provide any benefit to the character – it only benefits the player (by giving an extra life)
Interface that is rendered outside the game world, only visible and audible to the players in the real world. Example: most classic heads-up display (HUD) elements
This diagram, while primarily about 3D game interface relationships can easily be applied to 2D game development. However to explain the concepts of diegetic / spatial interfaces it is easier to use 3D games as they are easier to demonstrate or show examples of. That said, 2D games do use these techniques – most commonly found in platform or top down games. For example take the 1up mushroom in Super Mario. Tbhis isn’t a part of the game play / mechanic as it doesn’t provide any benefit to the character – it only benefits the player (by giving an extra life)
Here we have the Zombie Tycoon game developed by Frima Studios with Stage3D. This gives a very good demonstration of Spatial, non-spatial, non-diegetic interface items
This diagram, while primarily about 3D game interface relationships can easily be applied to 2D game development. However to explain the concepts of diegetic / spatial interfaces it is easier to use 3D games as they are easier to demonstrate or show examples of. That said, 2D games do use these techniques – most commonly found in platform or top down games. For example take the 1up mushroom in Super Mario. Tbhis isn’t a part of the game play / mechanic as it doesn’t provide any benefit to the character – it only benefits the player (by giving an extra life)
Items that may exist in the game but are not displayed spatially. The most apparent example is effects rendered on the screen, such as blood spatter on the camera to indicate damage.
This diagram, while primarily about 3D game interface relationships can easily be applied to 2D game development. However to explain the concepts of diegetic / spatial interfaces it is easier to use 3D games as they are easier to demonstrate or show examples of. That said, 2D games do use these techniques – most commonly found in platform or top down games. For example take the 1up mushroom in Super Mario. Tbhis isn’t a part of the game play / mechanic as it doesn’t provide any benefit to the character – it only benefits the player (by giving an extra life)