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# Game Design 2 (2010): Lecture 6 - Layering and Separation

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This week's class looks at the information visualisation technique: Layering and Separation.

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### Game Design 2 (2010): Lecture 6 - Layering and Separation

1. 1. 2010 Game Design 2 Lecture 6: Layering & Separation http://www.comu346.com dfarrell@davidlearnsgames.com
2. 2. Reading • Tufte pages 53 - 66 • http://bit.ly/l4dlight (Left 4 Dead use of light) • http://bit.ly/worldofgootour (video)
3. 3. Flatland • Flatland: A Romance of Many Dimensions • 1884 Novel by Edwin A. Abbott • Contemplates how world would look to lesser and greater dimensions
4. 4. Triangle in 2D
5. 5. Triangle in 1D
6. 6. Sphere in 1D
7. 7. 3D represented in 2D
8. 8. 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
9. 9. “Escaping this ﬂatland is the essential task of envisioning information” Tufte, Envisioning Information, Page 13
10. 10. Information • simple or complicated • detailed or sparse • analogue or digital • NEVER confusing or cluttered
11. 11. 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
12. 12. What are the layers here?
13. 13. Colour deﬁnes the relationship
14. 14. Negative Space
15. 15. 1+1=3
16. 16. 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
17. 17. Box Plots
18. 18. Subtle Differences • All differences mean something
19. 19. 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