SlideShare a Scribd company logo
Team Assignment 1:
Nielsen’s 10 Heuristics
Ian Henderson, Quinton Maza, Dante Odorico,
Brian Pisarczyk, and David Sabre
Assignment 2
Full Sail University
Game Summary
Snow Way in Hell is a survival themed platformer. Players
take on the role of a snowball in Hell that becomes
sentient and must escape. Players then run and jump to
traverse the dangerous landscapes. They must avoid
enemies and/or freeze and consume them using
snowballs. This game takes place in a cartoony version of
Hell. There are a total of nine levels that players must play
through, with two bosses to defeat.
Problem There are no meaningful cues about system status.
Rating Major
Description ● There are two statuses: “Frozeness” and “Timer”
● There are also no visual cues for death or injury.
● There is no outline to define and separate the system status from the game’s
background.
Solution ● By using the snowball as its own visual cue, the snowball could flash once when
it’s hit and flash continuously when the player’s health is low.
● By placing a colored box behind the statuses, they would be easier to read.
Reference Shot
These are the only two cues for the player: a clock that counts up and a “Frozeness” bar
that is never properly explained.
Visibility of System Status
Problem The game adheres to basic logic most of the time (gravity, death, enemies, etc.), but there
are some mechanics (like flying on steam and eating enemies) that go against what a
player might expect.
Rating Major
Description ● By throwing a snowball onto fire, the player creates a fountain of steam that
carries them up. This is never explained by the game, and doesn’t seem like an
obvious action.
● The player is not notified as to what their limited resources are (health, snowballs,
time limit).
● No clues on how to complete the level (arrows pointing in the directions, sound
effects).
Solution ● By explaining to players the logic behind these mechanics, they wouldn’t feel so
absurd and out of place.
● Place arrows that gives the player hints, or clues, towards a specific task.
● Include a message, sound effect, or highlight the specific resource that is running
low.
Reference Shot
An example of the steam that inexplicably forms over fire after a snowball lands on it.
Match Between Systems
and the Real World
Problem On exiting the game, there is no confirm prompt.
Rating Minor
Description ● When exiting the game from the in-game menu, one click brings the player back to
the main menu and erases all checkpoints.
Solution ● A confirmation prompt that appears when the player clicks exit that says:
“Are you sure you want to quit? All progress will be lost.”
would prevent a player from accidentally exiting and losing all of their progress.
Reference Shot
When a player tries to exit the game, there is no confirmation prompt or corresponding
information displayed.
User Control and Freedom
Problem Running into enemies brings different results sometimes.
Rating Minor
Description ● When the player usually runs into enemies, the player takes damage while the
enemy is fine.
● After the player freezes an enemy, the player has to run into the enemy again in
order to consume him.
● Walking into a frozen enemy doesn’t trigger an animation or notify you that
you’ve accomplished something.
Solution ● By either explaining the difference in strategy, or making the action of walking
into an enemy always have the same effect, the mechanic would be less confusing.
Reference Shot
In this shot, a player is between an enemy that will kill him if it touches him, and a frozen
enemy that grants the player more life for touching it.
Consistency and Standards
Problem There is no system currently in place to minimize player errors.
Rating Major
Description ● Players play the game without any instruction concerning controls, enemies,
obstacles, or even the end goal.
● While playing through, players will inevitably make errors (like walking right into
lava because they don’t know how to double jump) that may become very
frustrating.
● Players are not given any options after falling into lava or health running low.
Solution ● Context-based clues, whether in the form of on-screen text, audio, or pictogram,
would probably prevent most player error due to trial-and-error.
● Players should be given a choice to either restart the level, reload the last
checkpoint, or end the game.
Reference Shot
On death, the player is not told how to prevent making the same error twice.
Error Prevention
Problem Since the game never tells players how to control their character, players are forced to
learn all the mechanics by trial and error. Whenever a player encounters an obstacle, they
needs to remember all of the mechanics they’ve learned so far.
Rating Major
Description ● Whenever a player encounters an obstacle, it’s up to the player to memorize how
to overcome it.
● Some mechanics, like using steam to float over lava, are so obscure that some
players that come across them have little to no idea on how to progress.
● All controls need to be memorized by the player; there’s no in-game instruction.
Solution ● By including an on-screen cue the first few times the player encounters the given
condition, players learn to associate the game’s cues with possible actions. This
could then be encouraged further through the use of color or sound cues giving
the player hints about similar obstacles.
● There should be a “tutorial” level to teach the player the controls and mechanics.
Reference Shot
Whenever a player encounters an enemy or obstacle, it’s entirely up to the player to try to
discover - then remember - the appropriate course of action.
Recognition Rather than Recall
Problem Players have no options to adjust the game’s difficulty or set up the game in any form.
Rating Minor
Description ● The menu does not allow for players to select a difficulty that matches their skill
level.
● This game scales way too quickly, this is in part to the lack of description for in-
game mechanics, but also the overall difficulty of the puzzles.
● Complex jump patterns and snowball throwing mechanics make for a frustrating
time for most players.
Solution ● Create the game to have an “easy” mode accessible for new players, as well as
make both “easy” and “hard” accessible from the main screen.
● Alternatively, this game could slowly scale up towards a higher difficulty as the
player progresses through the levels.
● The difficulty of all levels could be reduced than they currently are. An example of
this could be reducing level obstacles in size and number.
Reference Shot
The only options available to the player involve graphic and audio output. Nothing that
concerns actual gameplay.
Flexibility and Efficiency of Use
Problem The background is full of irrelevant information and action.
The game has little information that is helpful to the player.
Rating Minor
Description ● The game takes on a minimalist design in most of its components, but the
distinction between foreground and background is distracting.
● The background serves only as a distraction from what’s happening to the player in
the foreground.
● The only information provided to the player are yellow arrows that will enlarge the
player or shrink the player.
Solution ● By restricting the role that the background plays to scenery or an occasional event,
the player would have less distractions.
Reference Shot
In this shot, you see that the background is hard to distinguish from the action of the
foreground. The background is both scenery (a massive chair) and a threat (the rocket
launching statues).
Aesthetics and Minimal Design
Problem In the event that the player dies, there is no instruction about what the player has to do to
avoid the same error twice.
Rating Major
Description ● After the player dies there’s no feedback for the player telling them what caused
them to die or what made them restart from a checkpoint.
Solution ● A brief message on the screen that explains why the player died and how to
restart the game.
Reference Shot
On death, there’s no feedback for the player whatsoever, just a blank screen.
Diagnose and Recover From Errors
Problem Little to no documentation.
Rating Major
Description ● The game provides very little online documentation to describe how to play the
game.
● The game lacks any page or menu that displays the button layout and overall
control scheme of the game.
Solution ● By including a visible in-game control scheme or help menu, players would have a
reliable resource to learn more about, and better understand, the game.
Reference Shot
On the pause menu, there is no way to check or learn the controls. By adding a control
layout or tutorial page to the pause menu, players could learn more about the game
without wasting time on trial and error.
Helpful Documentation
References
1. Nielsen, J. (January, 1995). Characteristics of Usability Problems Found by Heuristic
Evaluation.
Retrieved from:
http://www.nngroup.com/articles/usability-problems-found-by-heuristic-evaluation/
2. Nielsen, J. (January 1995). 10 Usability Heuristics for User Interface Design.
Retrieved from:
http://www.nngroup.com/articles/ten-usability-heuristics/
3. Sticks-N-Stones. (January, 2012). Game Design Document for Snow Way in Hell.
Document.
4. Sticks-N-Stones. (2012). Snow Way in Hell.
Game.

More Related Content

What's hot

Team oflegends nielsens10heuristics_0915
Team oflegends nielsens10heuristics_0915Team oflegends nielsens10heuristics_0915
Team oflegends nielsens10heuristics_0915
masonwhitley
 
LAFS Marketing and Monetization Lecture 8: Monetization and Metrics
LAFS Marketing and Monetization Lecture 8: Monetization and MetricsLAFS Marketing and Monetization Lecture 8: Monetization and Metrics
LAFS Marketing and Monetization Lecture 8: Monetization and Metrics
David Mullich
 
New user interfaces
New user interfacesNew user interfaces
New user interfaces
Sayed Ahmed
 
User interfaces
User interfacesUser interfaces
User interfaces
Sayed Ahmed
 
LAFS Game Mechanics - Narrative Elements
LAFS Game Mechanics - Narrative ElementsLAFS Game Mechanics - Narrative Elements
LAFS Game Mechanics - Narrative Elements
David Mullich
 
LAFS Game Design 8 - Playtesting
LAFS Game Design 8 - PlaytestingLAFS Game Design 8 - Playtesting
LAFS Game Design 8 - Playtesting
David Mullich
 
LAFS Game Design 7 - Prototyping
LAFS Game Design 7 - PrototypingLAFS Game Design 7 - Prototyping
LAFS Game Design 7 - Prototyping
David Mullich
 
Rad soldiers usability review
Rad soldiers usability reviewRad soldiers usability review
Rad soldiers usability reviewCornelia Laros
 
Software Engineering Project
Software Engineering ProjectSoftware Engineering Project
Software Engineering Project
Ivann Grande
 
LAFS Game Mechanics - Randomness and Risk
LAFS Game Mechanics - Randomness and RiskLAFS Game Mechanics - Randomness and Risk
LAFS Game Mechanics - Randomness and Risk
David Mullich
 
FreeMobileHacks
FreeMobileHacksFreeMobileHacks
FreeMobileHacks
Tianahuggins
 
25 tips to build Tutorials on Board Game Arena
25 tips to build Tutorials on Board Game Arena25 tips to build Tutorials on Board Game Arena
25 tips to build Tutorials on Board Game Arena
Board Game Arena
 
The jellokaraboosqaud assignment3_0715
The jellokaraboosqaud assignment3_0715The jellokaraboosqaud assignment3_0715
The jellokaraboosqaud assignment3_0715Aaron Christian
 
Lajvdesignmönster prolog 2016
Lajvdesignmönster prolog 2016Lajvdesignmönster prolog 2016
Lajvdesignmönster prolog 2016
Staffan Björk
 
Topito 2d platform game
Topito 2d platform gameTopito 2d platform game
Topito 2d platform game
MarcoGaldamez
 
LAFS Game Mechanics - Social Mechanics
LAFS Game Mechanics - Social MechanicsLAFS Game Mechanics - Social Mechanics
LAFS Game Mechanics - Social Mechanics
David Mullich
 
LAFS Game Mechanics - Progression Mechanics
LAFS Game Mechanics - Progression MechanicsLAFS Game Mechanics - Progression Mechanics
LAFS Game Mechanics - Progression Mechanics
David Mullich
 
LAFS Game Mechanics - Resource Management Mechanics
LAFS Game Mechanics - Resource Management MechanicsLAFS Game Mechanics - Resource Management Mechanics
LAFS Game Mechanics - Resource Management Mechanics
David Mullich
 
Relaxation game concept slides
Relaxation game concept slidesRelaxation game concept slides
Relaxation game concept slides
dfain
 

What's hot (20)

Team oflegends nielsens10heuristics_0915
Team oflegends nielsens10heuristics_0915Team oflegends nielsens10heuristics_0915
Team oflegends nielsens10heuristics_0915
 
LAFS Marketing and Monetization Lecture 8: Monetization and Metrics
LAFS Marketing and Monetization Lecture 8: Monetization and MetricsLAFS Marketing and Monetization Lecture 8: Monetization and Metrics
LAFS Marketing and Monetization Lecture 8: Monetization and Metrics
 
New user interfaces
New user interfacesNew user interfaces
New user interfaces
 
User interfaces
User interfacesUser interfaces
User interfaces
 
LAFS Game Mechanics - Narrative Elements
LAFS Game Mechanics - Narrative ElementsLAFS Game Mechanics - Narrative Elements
LAFS Game Mechanics - Narrative Elements
 
LAFS Game Design 8 - Playtesting
LAFS Game Design 8 - PlaytestingLAFS Game Design 8 - Playtesting
LAFS Game Design 8 - Playtesting
 
LAFS Game Design 7 - Prototyping
LAFS Game Design 7 - PrototypingLAFS Game Design 7 - Prototyping
LAFS Game Design 7 - Prototyping
 
Rad soldiers usability review
Rad soldiers usability reviewRad soldiers usability review
Rad soldiers usability review
 
Software Engineering Project
Software Engineering ProjectSoftware Engineering Project
Software Engineering Project
 
LAFS Game Mechanics - Randomness and Risk
LAFS Game Mechanics - Randomness and RiskLAFS Game Mechanics - Randomness and Risk
LAFS Game Mechanics - Randomness and Risk
 
FreeMobileHacks
FreeMobileHacksFreeMobileHacks
FreeMobileHacks
 
25 tips to build Tutorials on Board Game Arena
25 tips to build Tutorials on Board Game Arena25 tips to build Tutorials on Board Game Arena
25 tips to build Tutorials on Board Game Arena
 
The jellokaraboosqaud assignment3_0715
The jellokaraboosqaud assignment3_0715The jellokaraboosqaud assignment3_0715
The jellokaraboosqaud assignment3_0715
 
Lajvdesignmönster prolog 2016
Lajvdesignmönster prolog 2016Lajvdesignmönster prolog 2016
Lajvdesignmönster prolog 2016
 
Topito 2d platform game
Topito 2d platform gameTopito 2d platform game
Topito 2d platform game
 
cod
codcod
cod
 
LAFS Game Mechanics - Social Mechanics
LAFS Game Mechanics - Social MechanicsLAFS Game Mechanics - Social Mechanics
LAFS Game Mechanics - Social Mechanics
 
LAFS Game Mechanics - Progression Mechanics
LAFS Game Mechanics - Progression MechanicsLAFS Game Mechanics - Progression Mechanics
LAFS Game Mechanics - Progression Mechanics
 
LAFS Game Mechanics - Resource Management Mechanics
LAFS Game Mechanics - Resource Management MechanicsLAFS Game Mechanics - Resource Management Mechanics
LAFS Game Mechanics - Resource Management Mechanics
 
Relaxation game concept slides
Relaxation game concept slidesRelaxation game concept slides
Relaxation game concept slides
 

Viewers also liked

Mercurial studios odoricodante_week2assignment_0315
Mercurial studios odoricodante_week2assignment_0315Mercurial studios odoricodante_week2assignment_0315
Mercurial studios odoricodante_week2assignment_0315
Dante Odorico
 
Greg Ward Resume
Greg Ward ResumeGreg Ward Resume
Greg Ward ResumeGreg Ward
 
Simple and continuous tenses
Simple and continuous tenses Simple and continuous tenses
Simple and continuous tenses
Yonny Liang
 
Presentasi Pembuka Google Apps
Presentasi Pembuka Google AppsPresentasi Pembuka Google Apps
Presentasi Pembuka Google Apps
Sang Instruktur
 
Simple present, simple past and simple future
Simple present, simple past and simple futureSimple present, simple past and simple future
Simple present, simple past and simple future
Jenniffer Terán
 
Wal-Mart’s Foreign Expansion
Wal-Mart’s Foreign ExpansionWal-Mart’s Foreign Expansion
Wal-Mart’s Foreign Expansionsaad SALIM
 
Hci Assignment 2
Hci Assignment 2Hci Assignment 2
Hci Assignment 2chikoo01
 
Inherent Indicators of Consumer Product Evaluation A Case of Mobile Handset i...
Inherent Indicators of Consumer Product Evaluation A Case of Mobile Handset i...Inherent Indicators of Consumer Product Evaluation A Case of Mobile Handset i...
Inherent Indicators of Consumer Product Evaluation A Case of Mobile Handset i...saad SALIM
 
10 Usability Lessons From Steve Krug’S Don’T Make Me Think
10 Usability Lessons From Steve Krug’S Don’T Make Me Think10 Usability Lessons From Steve Krug’S Don’T Make Me Think
10 Usability Lessons From Steve Krug’S Don’T Make Me ThinkGiuseppe Marino
 
The 10 Golden Usability Heuristics (Montreal Girl Geeks September 2014)
The 10 Golden Usability Heuristics (Montreal Girl Geeks September 2014)The 10 Golden Usability Heuristics (Montreal Girl Geeks September 2014)
The 10 Golden Usability Heuristics (Montreal Girl Geeks September 2014)
Elida Arrizza
 
Digital Marketing Lecture Two
Digital Marketing Lecture TwoDigital Marketing Lecture Two
Digital Marketing Lecture Two
Neil Kelley
 
Ten Usability Heuristics with Example -Sivaprasath Selvaraj
Ten Usability Heuristics with Example -Sivaprasath SelvarajTen Usability Heuristics with Example -Sivaprasath Selvaraj
Ten Usability Heuristics with Example -Sivaprasath SelvarajSivaprasath Selvaraj
 
10 Usability Heuristics explained
10 Usability Heuristics explained10 Usability Heuristics explained
10 Usability Heuristics explained
Craft Design
 

Viewers also liked (15)

Mercurial studios odoricodante_week2assignment_0315
Mercurial studios odoricodante_week2assignment_0315Mercurial studios odoricodante_week2assignment_0315
Mercurial studios odoricodante_week2assignment_0315
 
Scavenger
ScavengerScavenger
Scavenger
 
saadi
saadisaadi
saadi
 
Greg Ward Resume
Greg Ward ResumeGreg Ward Resume
Greg Ward Resume
 
Simple and continuous tenses
Simple and continuous tenses Simple and continuous tenses
Simple and continuous tenses
 
Presentasi Pembuka Google Apps
Presentasi Pembuka Google AppsPresentasi Pembuka Google Apps
Presentasi Pembuka Google Apps
 
Simple present, simple past and simple future
Simple present, simple past and simple futureSimple present, simple past and simple future
Simple present, simple past and simple future
 
Wal-Mart’s Foreign Expansion
Wal-Mart’s Foreign ExpansionWal-Mart’s Foreign Expansion
Wal-Mart’s Foreign Expansion
 
Hci Assignment 2
Hci Assignment 2Hci Assignment 2
Hci Assignment 2
 
Inherent Indicators of Consumer Product Evaluation A Case of Mobile Handset i...
Inherent Indicators of Consumer Product Evaluation A Case of Mobile Handset i...Inherent Indicators of Consumer Product Evaluation A Case of Mobile Handset i...
Inherent Indicators of Consumer Product Evaluation A Case of Mobile Handset i...
 
10 Usability Lessons From Steve Krug’S Don’T Make Me Think
10 Usability Lessons From Steve Krug’S Don’T Make Me Think10 Usability Lessons From Steve Krug’S Don’T Make Me Think
10 Usability Lessons From Steve Krug’S Don’T Make Me Think
 
The 10 Golden Usability Heuristics (Montreal Girl Geeks September 2014)
The 10 Golden Usability Heuristics (Montreal Girl Geeks September 2014)The 10 Golden Usability Heuristics (Montreal Girl Geeks September 2014)
The 10 Golden Usability Heuristics (Montreal Girl Geeks September 2014)
 
Digital Marketing Lecture Two
Digital Marketing Lecture TwoDigital Marketing Lecture Two
Digital Marketing Lecture Two
 
Ten Usability Heuristics with Example -Sivaprasath Selvaraj
Ten Usability Heuristics with Example -Sivaprasath SelvarajTen Usability Heuristics with Example -Sivaprasath Selvaraj
Ten Usability Heuristics with Example -Sivaprasath Selvaraj
 
10 Usability Heuristics explained
10 Usability Heuristics explained10 Usability Heuristics explained
10 Usability Heuristics explained
 

Similar to Mercurial studios odoricodante_assignment1_0315.pptx

Controller Trollers Procedure
Controller Trollers ProcedureController Trollers Procedure
Controller Trollers Procedure
jhouchens99
 
Principles of Game Design (Lecture 5 Game Development)
Principles of Game Design (Lecture 5  Game Development)Principles of Game Design (Lecture 5  Game Development)
Principles of Game Design (Lecture 5 Game Development)
abdulrafaychaudhry
 
Player study
Player studyPlayer study
Player study
Jayyes
 
How I Made My Game No Fun
How I Made My Game No FunHow I Made My Game No Fun
How I Made My Game No Fun
Amazon Appstore Developers
 
Up cloth - GameDesignDoccument
Up cloth - GameDesignDoccumentUp cloth - GameDesignDoccument
Up cloth - GameDesignDoccument
Eléonore Arbaux
 
LAFS Game Design 1 - Structural Elements
LAFS Game Design 1 - Structural ElementsLAFS Game Design 1 - Structural Elements
LAFS Game Design 1 - Structural Elements
David Mullich
 
Naruto Ultimate Ninja Hero2
Naruto Ultimate Ninja Hero2Naruto Ultimate Ninja Hero2
Naruto Ultimate Ninja Hero2Spork
 
Naruto Ultimate Ninja Hero(edited)
Naruto  Ultimate  Ninja  Hero(edited)Naruto  Ultimate  Ninja  Hero(edited)
Naruto Ultimate Ninja Hero(edited)Spork
 
LAFS Game Design 10 - Fun and Accessability
LAFS Game Design 10 - Fun and AccessabilityLAFS Game Design 10 - Fun and Accessability
LAFS Game Design 10 - Fun and Accessability
David Mullich
 
Naruto Ultimate Ninja Hero
Naruto Ultimate Ninja HeroNaruto Ultimate Ninja Hero
Naruto Ultimate Ninja Hero
Spork
 
Iistec 2013 game_design for id_m_broyles_id13333
Iistec 2013 game_design for id_m_broyles_id13333Iistec 2013 game_design for id_m_broyles_id13333
Iistec 2013 game_design for id_m_broyles_id13333
Marie Broyles
 
Team fuzzychins testreport_0715
Team fuzzychins testreport_0715Team fuzzychins testreport_0715
Team fuzzychins testreport_0715carrolldj1
 
Team fuzzychins testreport_0715
Team fuzzychins testreport_0715Team fuzzychins testreport_0715
Team fuzzychins testreport_0715carrolldj1
 
LAFS PREPRO Session 7 - Game Audio and Levels
LAFS PREPRO Session 7 - Game Audio and LevelsLAFS PREPRO Session 7 - Game Audio and Levels
LAFS PREPRO Session 7 - Game Audio and Levels
David Mullich
 
"Lunia Z" En 2.4 update plan
"Lunia Z" En 2.4 update plan"Lunia Z" En 2.4 update plan
"Lunia Z" En 2.4 update plansadku
 
Game design document - BadBug Studio - Xbox Game
Game design document - BadBug Studio - Xbox GameGame design document - BadBug Studio - Xbox Game
Game design document - BadBug Studio - Xbox Game
UTC Fire & Security
 
Noughts and Crosses Specification
Noughts and Crosses SpecificationNoughts and Crosses Specification
Noughts and Crosses SpecificationChristopher Orchard
 
Game Procedures
Game ProceduresGame Procedures
Game Procedures
Roy Kimmins
 

Similar to Mercurial studios odoricodante_assignment1_0315.pptx (20)

Controller Trollers Procedure
Controller Trollers ProcedureController Trollers Procedure
Controller Trollers Procedure
 
Principles of Game Design (Lecture 5 Game Development)
Principles of Game Design (Lecture 5  Game Development)Principles of Game Design (Lecture 5  Game Development)
Principles of Game Design (Lecture 5 Game Development)
 
Player study
Player studyPlayer study
Player study
 
How I Made My Game No Fun
How I Made My Game No FunHow I Made My Game No Fun
How I Made My Game No Fun
 
Up cloth - GameDesignDoccument
Up cloth - GameDesignDoccumentUp cloth - GameDesignDoccument
Up cloth - GameDesignDoccument
 
Lesson1
Lesson1Lesson1
Lesson1
 
LAFS Game Design 1 - Structural Elements
LAFS Game Design 1 - Structural ElementsLAFS Game Design 1 - Structural Elements
LAFS Game Design 1 - Structural Elements
 
Naruto Ultimate Ninja Hero2
Naruto Ultimate Ninja Hero2Naruto Ultimate Ninja Hero2
Naruto Ultimate Ninja Hero2
 
Naruto Ultimate Ninja Hero(edited)
Naruto  Ultimate  Ninja  Hero(edited)Naruto  Ultimate  Ninja  Hero(edited)
Naruto Ultimate Ninja Hero(edited)
 
LAFS Game Design 10 - Fun and Accessability
LAFS Game Design 10 - Fun and AccessabilityLAFS Game Design 10 - Fun and Accessability
LAFS Game Design 10 - Fun and Accessability
 
Naruto Ultimate Ninja Hero
Naruto Ultimate Ninja HeroNaruto Ultimate Ninja Hero
Naruto Ultimate Ninja Hero
 
Qa form
Qa formQa form
Qa form
 
Iistec 2013 game_design for id_m_broyles_id13333
Iistec 2013 game_design for id_m_broyles_id13333Iistec 2013 game_design for id_m_broyles_id13333
Iistec 2013 game_design for id_m_broyles_id13333
 
Team fuzzychins testreport_0715
Team fuzzychins testreport_0715Team fuzzychins testreport_0715
Team fuzzychins testreport_0715
 
Team fuzzychins testreport_0715
Team fuzzychins testreport_0715Team fuzzychins testreport_0715
Team fuzzychins testreport_0715
 
LAFS PREPRO Session 7 - Game Audio and Levels
LAFS PREPRO Session 7 - Game Audio and LevelsLAFS PREPRO Session 7 - Game Audio and Levels
LAFS PREPRO Session 7 - Game Audio and Levels
 
"Lunia Z" En 2.4 update plan
"Lunia Z" En 2.4 update plan"Lunia Z" En 2.4 update plan
"Lunia Z" En 2.4 update plan
 
Game design document - BadBug Studio - Xbox Game
Game design document - BadBug Studio - Xbox GameGame design document - BadBug Studio - Xbox Game
Game design document - BadBug Studio - Xbox Game
 
Noughts and Crosses Specification
Noughts and Crosses SpecificationNoughts and Crosses Specification
Noughts and Crosses Specification
 
Game Procedures
Game ProceduresGame Procedures
Game Procedures
 

Recently uploaded

一比一原版(Glasgow毕业证书)格拉斯哥大学毕业证成绩单如何办理
一比一原版(Glasgow毕业证书)格拉斯哥大学毕业证成绩单如何办理一比一原版(Glasgow毕业证书)格拉斯哥大学毕业证成绩单如何办理
一比一原版(Glasgow毕业证书)格拉斯哥大学毕业证成绩单如何办理
n0tivyq
 
20 slides of research movie and artists .pdf
20 slides of research movie and artists .pdf20 slides of research movie and artists .pdf
20 slides of research movie and artists .pdf
ameli25062005
 
Book Formatting: Quality Control Checks for Designers
Book Formatting: Quality Control Checks for DesignersBook Formatting: Quality Control Checks for Designers
Book Formatting: Quality Control Checks for Designers
Confidence Ago
 
Коричневый и Кремовый Деликатный Органический Копирайтер Фрилансер Марке...
Коричневый и Кремовый Деликатный Органический Копирайтер Фрилансер Марке...Коричневый и Кремовый Деликатный Органический Копирайтер Фрилансер Марке...
Коричневый и Кремовый Деликатный Органический Копирайтер Фрилансер Марке...
ameli25062005
 
Transforming Brand Perception and Boosting Profitability
Transforming Brand Perception and Boosting ProfitabilityTransforming Brand Perception and Boosting Profitability
Transforming Brand Perception and Boosting Profitability
aaryangarg12
 
一比一原版(毕业证)长崎大学毕业证成绩单如何办理
一比一原版(毕业证)长崎大学毕业证成绩单如何办理一比一原版(毕业证)长崎大学毕业证成绩单如何办理
一比一原版(毕业证)长崎大学毕业证成绩单如何办理
taqyed
 
Moldes de letra 3D Alfabeto completo esp
Moldes de letra 3D Alfabeto completo espMoldes de letra 3D Alfabeto completo esp
Moldes de letra 3D Alfabeto completo esp
Hess9
 
EASY TUTORIAL OF HOW TO USE CAPCUT BY: FEBLESS HERNANE
EASY TUTORIAL OF HOW TO USE CAPCUT BY: FEBLESS HERNANEEASY TUTORIAL OF HOW TO USE CAPCUT BY: FEBLESS HERNANE
EASY TUTORIAL OF HOW TO USE CAPCUT BY: FEBLESS HERNANE
Febless Hernane
 
PORTFOLIO FABIANA VILLANI ARCHITECTURE.pdf
PORTFOLIO FABIANA VILLANI ARCHITECTURE.pdfPORTFOLIO FABIANA VILLANI ARCHITECTURE.pdf
PORTFOLIO FABIANA VILLANI ARCHITECTURE.pdf
fabianavillanib
 
Borys Sutkowski portfolio interior design
Borys Sutkowski portfolio interior designBorys Sutkowski portfolio interior design
Borys Sutkowski portfolio interior design
boryssutkowski
 
Design Thinking Design thinking Design thinking
Design Thinking Design thinking Design thinkingDesign Thinking Design thinking Design thinking
Design Thinking Design thinking Design thinking
cy0krjxt
 
一比一原版(Columbia毕业证)哥伦比亚大学毕业证如何办理
一比一原版(Columbia毕业证)哥伦比亚大学毕业证如何办理一比一原版(Columbia毕业证)哥伦比亚大学毕业证如何办理
一比一原版(Columbia毕业证)哥伦比亚大学毕业证如何办理
asuzyq
 
LORRAINE ANDREI_LEQUIGAN_HOW TO USE TRELLO
LORRAINE ANDREI_LEQUIGAN_HOW TO USE TRELLOLORRAINE ANDREI_LEQUIGAN_HOW TO USE TRELLO
LORRAINE ANDREI_LEQUIGAN_HOW TO USE TRELLO
lorraineandreiamcidl
 
一比一原版(BU毕业证)波士顿大学毕业证如何办理
一比一原版(BU毕业证)波士顿大学毕业证如何办理一比一原版(BU毕业证)波士顿大学毕业证如何办理
一比一原版(BU毕业证)波士顿大学毕业证如何办理
peuce
 
一比一原版(CITY毕业证书)谢菲尔德哈勒姆大学毕业证如何办理
一比一原版(CITY毕业证书)谢菲尔德哈勒姆大学毕业证如何办理一比一原版(CITY毕业证书)谢菲尔德哈勒姆大学毕业证如何办理
一比一原版(CITY毕业证书)谢菲尔德哈勒姆大学毕业证如何办理
9a93xvy
 
Technoblade The Legacy of a Minecraft Legend.
Technoblade The Legacy of a Minecraft Legend.Technoblade The Legacy of a Minecraft Legend.
Technoblade The Legacy of a Minecraft Legend.
Techno Merch
 
一比一原版(NCL毕业证书)纽卡斯尔大学毕业证成绩单如何办理
一比一原版(NCL毕业证书)纽卡斯尔大学毕业证成绩单如何办理一比一原版(NCL毕业证书)纽卡斯尔大学毕业证成绩单如何办理
一比一原版(NCL毕业证书)纽卡斯尔大学毕业证成绩单如何办理
7sd8fier
 
一比一原版(UW毕业证)西雅图华盛顿大学毕业证如何办理
一比一原版(UW毕业证)西雅图华盛顿大学毕业证如何办理一比一原版(UW毕业证)西雅图华盛顿大学毕业证如何办理
一比一原版(UW毕业证)西雅图华盛顿大学毕业证如何办理
kecekev
 
Top Israeli Products and Brands - Plan it israel.pdf
Top Israeli Products and Brands - Plan it israel.pdfTop Israeli Products and Brands - Plan it israel.pdf
Top Israeli Products and Brands - Plan it israel.pdf
PlanitIsrael
 
一比一原版(LSE毕业证书)伦敦政治经济学院毕业证成绩单如何办理
一比一原版(LSE毕业证书)伦敦政治经济学院毕业证成绩单如何办理一比一原版(LSE毕业证书)伦敦政治经济学院毕业证成绩单如何办理
一比一原版(LSE毕业证书)伦敦政治经济学院毕业证成绩单如何办理
jyz59f4j
 

Recently uploaded (20)

一比一原版(Glasgow毕业证书)格拉斯哥大学毕业证成绩单如何办理
一比一原版(Glasgow毕业证书)格拉斯哥大学毕业证成绩单如何办理一比一原版(Glasgow毕业证书)格拉斯哥大学毕业证成绩单如何办理
一比一原版(Glasgow毕业证书)格拉斯哥大学毕业证成绩单如何办理
 
20 slides of research movie and artists .pdf
20 slides of research movie and artists .pdf20 slides of research movie and artists .pdf
20 slides of research movie and artists .pdf
 
Book Formatting: Quality Control Checks for Designers
Book Formatting: Quality Control Checks for DesignersBook Formatting: Quality Control Checks for Designers
Book Formatting: Quality Control Checks for Designers
 
Коричневый и Кремовый Деликатный Органический Копирайтер Фрилансер Марке...
Коричневый и Кремовый Деликатный Органический Копирайтер Фрилансер Марке...Коричневый и Кремовый Деликатный Органический Копирайтер Фрилансер Марке...
Коричневый и Кремовый Деликатный Органический Копирайтер Фрилансер Марке...
 
Transforming Brand Perception and Boosting Profitability
Transforming Brand Perception and Boosting ProfitabilityTransforming Brand Perception and Boosting Profitability
Transforming Brand Perception and Boosting Profitability
 
一比一原版(毕业证)长崎大学毕业证成绩单如何办理
一比一原版(毕业证)长崎大学毕业证成绩单如何办理一比一原版(毕业证)长崎大学毕业证成绩单如何办理
一比一原版(毕业证)长崎大学毕业证成绩单如何办理
 
Moldes de letra 3D Alfabeto completo esp
Moldes de letra 3D Alfabeto completo espMoldes de letra 3D Alfabeto completo esp
Moldes de letra 3D Alfabeto completo esp
 
EASY TUTORIAL OF HOW TO USE CAPCUT BY: FEBLESS HERNANE
EASY TUTORIAL OF HOW TO USE CAPCUT BY: FEBLESS HERNANEEASY TUTORIAL OF HOW TO USE CAPCUT BY: FEBLESS HERNANE
EASY TUTORIAL OF HOW TO USE CAPCUT BY: FEBLESS HERNANE
 
PORTFOLIO FABIANA VILLANI ARCHITECTURE.pdf
PORTFOLIO FABIANA VILLANI ARCHITECTURE.pdfPORTFOLIO FABIANA VILLANI ARCHITECTURE.pdf
PORTFOLIO FABIANA VILLANI ARCHITECTURE.pdf
 
Borys Sutkowski portfolio interior design
Borys Sutkowski portfolio interior designBorys Sutkowski portfolio interior design
Borys Sutkowski portfolio interior design
 
Design Thinking Design thinking Design thinking
Design Thinking Design thinking Design thinkingDesign Thinking Design thinking Design thinking
Design Thinking Design thinking Design thinking
 
一比一原版(Columbia毕业证)哥伦比亚大学毕业证如何办理
一比一原版(Columbia毕业证)哥伦比亚大学毕业证如何办理一比一原版(Columbia毕业证)哥伦比亚大学毕业证如何办理
一比一原版(Columbia毕业证)哥伦比亚大学毕业证如何办理
 
LORRAINE ANDREI_LEQUIGAN_HOW TO USE TRELLO
LORRAINE ANDREI_LEQUIGAN_HOW TO USE TRELLOLORRAINE ANDREI_LEQUIGAN_HOW TO USE TRELLO
LORRAINE ANDREI_LEQUIGAN_HOW TO USE TRELLO
 
一比一原版(BU毕业证)波士顿大学毕业证如何办理
一比一原版(BU毕业证)波士顿大学毕业证如何办理一比一原版(BU毕业证)波士顿大学毕业证如何办理
一比一原版(BU毕业证)波士顿大学毕业证如何办理
 
一比一原版(CITY毕业证书)谢菲尔德哈勒姆大学毕业证如何办理
一比一原版(CITY毕业证书)谢菲尔德哈勒姆大学毕业证如何办理一比一原版(CITY毕业证书)谢菲尔德哈勒姆大学毕业证如何办理
一比一原版(CITY毕业证书)谢菲尔德哈勒姆大学毕业证如何办理
 
Technoblade The Legacy of a Minecraft Legend.
Technoblade The Legacy of a Minecraft Legend.Technoblade The Legacy of a Minecraft Legend.
Technoblade The Legacy of a Minecraft Legend.
 
一比一原版(NCL毕业证书)纽卡斯尔大学毕业证成绩单如何办理
一比一原版(NCL毕业证书)纽卡斯尔大学毕业证成绩单如何办理一比一原版(NCL毕业证书)纽卡斯尔大学毕业证成绩单如何办理
一比一原版(NCL毕业证书)纽卡斯尔大学毕业证成绩单如何办理
 
一比一原版(UW毕业证)西雅图华盛顿大学毕业证如何办理
一比一原版(UW毕业证)西雅图华盛顿大学毕业证如何办理一比一原版(UW毕业证)西雅图华盛顿大学毕业证如何办理
一比一原版(UW毕业证)西雅图华盛顿大学毕业证如何办理
 
Top Israeli Products and Brands - Plan it israel.pdf
Top Israeli Products and Brands - Plan it israel.pdfTop Israeli Products and Brands - Plan it israel.pdf
Top Israeli Products and Brands - Plan it israel.pdf
 
一比一原版(LSE毕业证书)伦敦政治经济学院毕业证成绩单如何办理
一比一原版(LSE毕业证书)伦敦政治经济学院毕业证成绩单如何办理一比一原版(LSE毕业证书)伦敦政治经济学院毕业证成绩单如何办理
一比一原版(LSE毕业证书)伦敦政治经济学院毕业证成绩单如何办理
 

Mercurial studios odoricodante_assignment1_0315.pptx

  • 1. Team Assignment 1: Nielsen’s 10 Heuristics Ian Henderson, Quinton Maza, Dante Odorico, Brian Pisarczyk, and David Sabre Assignment 2 Full Sail University
  • 2. Game Summary Snow Way in Hell is a survival themed platformer. Players take on the role of a snowball in Hell that becomes sentient and must escape. Players then run and jump to traverse the dangerous landscapes. They must avoid enemies and/or freeze and consume them using snowballs. This game takes place in a cartoony version of Hell. There are a total of nine levels that players must play through, with two bosses to defeat.
  • 3. Problem There are no meaningful cues about system status. Rating Major Description ● There are two statuses: “Frozeness” and “Timer” ● There are also no visual cues for death or injury. ● There is no outline to define and separate the system status from the game’s background. Solution ● By using the snowball as its own visual cue, the snowball could flash once when it’s hit and flash continuously when the player’s health is low. ● By placing a colored box behind the statuses, they would be easier to read. Reference Shot These are the only two cues for the player: a clock that counts up and a “Frozeness” bar that is never properly explained. Visibility of System Status
  • 4. Problem The game adheres to basic logic most of the time (gravity, death, enemies, etc.), but there are some mechanics (like flying on steam and eating enemies) that go against what a player might expect. Rating Major Description ● By throwing a snowball onto fire, the player creates a fountain of steam that carries them up. This is never explained by the game, and doesn’t seem like an obvious action. ● The player is not notified as to what their limited resources are (health, snowballs, time limit). ● No clues on how to complete the level (arrows pointing in the directions, sound effects). Solution ● By explaining to players the logic behind these mechanics, they wouldn’t feel so absurd and out of place. ● Place arrows that gives the player hints, or clues, towards a specific task. ● Include a message, sound effect, or highlight the specific resource that is running low. Reference Shot An example of the steam that inexplicably forms over fire after a snowball lands on it. Match Between Systems and the Real World
  • 5. Problem On exiting the game, there is no confirm prompt. Rating Minor Description ● When exiting the game from the in-game menu, one click brings the player back to the main menu and erases all checkpoints. Solution ● A confirmation prompt that appears when the player clicks exit that says: “Are you sure you want to quit? All progress will be lost.” would prevent a player from accidentally exiting and losing all of their progress. Reference Shot When a player tries to exit the game, there is no confirmation prompt or corresponding information displayed. User Control and Freedom
  • 6. Problem Running into enemies brings different results sometimes. Rating Minor Description ● When the player usually runs into enemies, the player takes damage while the enemy is fine. ● After the player freezes an enemy, the player has to run into the enemy again in order to consume him. ● Walking into a frozen enemy doesn’t trigger an animation or notify you that you’ve accomplished something. Solution ● By either explaining the difference in strategy, or making the action of walking into an enemy always have the same effect, the mechanic would be less confusing. Reference Shot In this shot, a player is between an enemy that will kill him if it touches him, and a frozen enemy that grants the player more life for touching it. Consistency and Standards
  • 7. Problem There is no system currently in place to minimize player errors. Rating Major Description ● Players play the game without any instruction concerning controls, enemies, obstacles, or even the end goal. ● While playing through, players will inevitably make errors (like walking right into lava because they don’t know how to double jump) that may become very frustrating. ● Players are not given any options after falling into lava or health running low. Solution ● Context-based clues, whether in the form of on-screen text, audio, or pictogram, would probably prevent most player error due to trial-and-error. ● Players should be given a choice to either restart the level, reload the last checkpoint, or end the game. Reference Shot On death, the player is not told how to prevent making the same error twice. Error Prevention
  • 8. Problem Since the game never tells players how to control their character, players are forced to learn all the mechanics by trial and error. Whenever a player encounters an obstacle, they needs to remember all of the mechanics they’ve learned so far. Rating Major Description ● Whenever a player encounters an obstacle, it’s up to the player to memorize how to overcome it. ● Some mechanics, like using steam to float over lava, are so obscure that some players that come across them have little to no idea on how to progress. ● All controls need to be memorized by the player; there’s no in-game instruction. Solution ● By including an on-screen cue the first few times the player encounters the given condition, players learn to associate the game’s cues with possible actions. This could then be encouraged further through the use of color or sound cues giving the player hints about similar obstacles. ● There should be a “tutorial” level to teach the player the controls and mechanics. Reference Shot Whenever a player encounters an enemy or obstacle, it’s entirely up to the player to try to discover - then remember - the appropriate course of action. Recognition Rather than Recall
  • 9. Problem Players have no options to adjust the game’s difficulty or set up the game in any form. Rating Minor Description ● The menu does not allow for players to select a difficulty that matches their skill level. ● This game scales way too quickly, this is in part to the lack of description for in- game mechanics, but also the overall difficulty of the puzzles. ● Complex jump patterns and snowball throwing mechanics make for a frustrating time for most players. Solution ● Create the game to have an “easy” mode accessible for new players, as well as make both “easy” and “hard” accessible from the main screen. ● Alternatively, this game could slowly scale up towards a higher difficulty as the player progresses through the levels. ● The difficulty of all levels could be reduced than they currently are. An example of this could be reducing level obstacles in size and number. Reference Shot The only options available to the player involve graphic and audio output. Nothing that concerns actual gameplay. Flexibility and Efficiency of Use
  • 10. Problem The background is full of irrelevant information and action. The game has little information that is helpful to the player. Rating Minor Description ● The game takes on a minimalist design in most of its components, but the distinction between foreground and background is distracting. ● The background serves only as a distraction from what’s happening to the player in the foreground. ● The only information provided to the player are yellow arrows that will enlarge the player or shrink the player. Solution ● By restricting the role that the background plays to scenery or an occasional event, the player would have less distractions. Reference Shot In this shot, you see that the background is hard to distinguish from the action of the foreground. The background is both scenery (a massive chair) and a threat (the rocket launching statues). Aesthetics and Minimal Design
  • 11. Problem In the event that the player dies, there is no instruction about what the player has to do to avoid the same error twice. Rating Major Description ● After the player dies there’s no feedback for the player telling them what caused them to die or what made them restart from a checkpoint. Solution ● A brief message on the screen that explains why the player died and how to restart the game. Reference Shot On death, there’s no feedback for the player whatsoever, just a blank screen. Diagnose and Recover From Errors
  • 12. Problem Little to no documentation. Rating Major Description ● The game provides very little online documentation to describe how to play the game. ● The game lacks any page or menu that displays the button layout and overall control scheme of the game. Solution ● By including a visible in-game control scheme or help menu, players would have a reliable resource to learn more about, and better understand, the game. Reference Shot On the pause menu, there is no way to check or learn the controls. By adding a control layout or tutorial page to the pause menu, players could learn more about the game without wasting time on trial and error. Helpful Documentation
  • 13. References 1. Nielsen, J. (January, 1995). Characteristics of Usability Problems Found by Heuristic Evaluation. Retrieved from: http://www.nngroup.com/articles/usability-problems-found-by-heuristic-evaluation/ 2. Nielsen, J. (January 1995). 10 Usability Heuristics for User Interface Design. Retrieved from: http://www.nngroup.com/articles/ten-usability-heuristics/ 3. Sticks-N-Stones. (January, 2012). Game Design Document for Snow Way in Hell. Document. 4. Sticks-N-Stones. (2012). Snow Way in Hell. Game.