Game Design 2
Lecture 1: Game Interface Design
Important Stuff
• 20 credits
 • 50% Coursework
 • 50% Exam (2 hr)
• Coursework given out around week 5*
• Will be using Ad...
Who are we?

• Dave Wood
 • Expert in Digital Design
 • http://internalexternal-2010.blogspot.com
 • dave.wood@gcu.ac.uk
Who am I?
• David Farrell
 • CS @ Strathclyde / Games @
    Caledonian
  • Dare to be Digital
  • e-Bug
  • Brand Bang!
• ...
Dare to be Digital
e-Bug: Platform Game
e-Bug Detective Game
Game Interface Design?
Game Interface?

• Menus
• Hud
• Data (abstracted?)
• Interaction
‘main’ menus
in-game menus
HUD
Heads Up Display
“any transparent display that presents data without requiring
   the user to look away from his or her usual viewpoint.”

...
data communication
  and abstraction
interaction
Design?
“Design is the process by which a designer creates a context to
be encountered by a participant, from which meaning emerge...
These make sense. The design says “push me”.
This make sense.
The handle (and all that text) says “pull me”.
But what the heck do you do here?




             For a bonus point:
Have you seen this design mistake on campus?
Is this good design?
Is this good design?
Design is used to communicate with the player.
This game has many many many combos...




     ...but did anyone learn them?
So what next?
Lectures

• data visulisation
• communication with the player
• menu design and flow
• semiotics
Tutorials

• play games
• find examples of learning outcomes
• discuss how to improve
• practice designing interfaces
 • ‘p...
Labs

• Learn how to use Adobe Flash CS3 to
  create interfaces
• Learn Actionscript 3 basics
• Learn how to combine the t...
Contact
• david.farrell@gcu.ac.uk
• http://www.comu346.com
 • What do you want?
• @comu346
• If you want to meet in person...
Game Design 2 (2010): Lecture 1 - Overview
Game Design 2 (2010): Lecture 1 - Overview
Game Design 2 (2010): Lecture 1 - Overview
Game Design 2 (2010): Lecture 1 - Overview
Game Design 2 (2010): Lecture 1 - Overview
Game Design 2 (2010): Lecture 1 - Overview
Game Design 2 (2010): Lecture 1 - Overview
Game Design 2 (2010): Lecture 1 - Overview
Game Design 2 (2010): Lecture 1 - Overview
Game Design 2 (2010): Lecture 1 - Overview
Game Design 2 (2010): Lecture 1 - Overview
Game Design 2 (2010): Lecture 1 - Overview
Game Design 2 (2010): Lecture 1 - Overview
Game Design 2 (2010): Lecture 1 - Overview
Game Design 2 (2010): Lecture 1 - Overview
Game Design 2 (2010): Lecture 1 - Overview
Game Design 2 (2010): Lecture 1 - Overview
Game Design 2 (2010): Lecture 1 - Overview
Game Design 2 (2010): Lecture 1 - Overview
Game Design 2 (2010): Lecture 1 - Overview
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Game Design 2 (2010): Lecture 1 - Overview

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An overview of the Glasgow Caledonian University class Game Design 2 for 2010.

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  • Game Design 2 (2010): Lecture 1 - Overview

    1. 1. Game Design 2 Lecture 1: Game Interface Design
    2. 2. Important Stuff • 20 credits • 50% Coursework • 50% Exam (2 hr) • Coursework given out around week 5* • Will be using Adobe Flash CS3 for labs. • http://www.comu346.com • @comu346 *probably
    3. 3. Who are we? • Dave Wood • Expert in Digital Design • http://internalexternal-2010.blogspot.com • dave.wood@gcu.ac.uk
    4. 4. Who am I? • David Farrell • CS @ Strathclyde / Games @ Caledonian • Dare to be Digital • e-Bug • Brand Bang! • david.farrell@gcu.ac.uk • @unthank
    5. 5. Dare to be Digital
    6. 6. e-Bug: Platform Game
    7. 7. e-Bug Detective Game
    8. 8. Game Interface Design?
    9. 9. Game Interface? • Menus • Hud • Data (abstracted?) • Interaction
    10. 10. ‘main’ menus
    11. 11. in-game menus
    12. 12. HUD Heads Up Display
    13. 13. “any transparent display that presents data without requiring the user to look away from his or her usual viewpoint.” Wikipedia article on Heads Up Display, http://en.wikipedia.org/wiki/Head-up_display, 2009
    14. 14. data communication and abstraction
    15. 15. interaction
    16. 16. Design?
    17. 17. “Design is the process by which a designer creates a context to be encountered by a participant, from which meaning emerges.” Salen and Zimmerman, Rules of Play, page 41, SAGE Publications, 2004
    18. 18. These make sense. The design says “push me”.
    19. 19. This make sense. The handle (and all that text) says “pull me”.
    20. 20. But what the heck do you do here? For a bonus point: Have you seen this design mistake on campus?
    21. 21. Is this good design?
    22. 22. Is this good design?
    23. 23. Design is used to communicate with the player.
    24. 24. This game has many many many combos... ...but did anyone learn them?
    25. 25. So what next?
    26. 26. Lectures • data visulisation • communication with the player • menu design and flow • semiotics
    27. 27. Tutorials • play games • find examples of learning outcomes • discuss how to improve • practice designing interfaces • ‘paper’ prototyping
    28. 28. Labs • Learn how to use Adobe Flash CS3 to create interfaces • Learn Actionscript 3 basics • Learn how to combine the two to create script driven interfaces.
    29. 29. Contact • david.farrell@gcu.ac.uk • http://www.comu346.com • What do you want? • @comu346 • If you want to meet in person: • H014a

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