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# Game Design 2 (2013): Lecture 8 - Layering and Separation for Game Communication

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We look at how to layer information and separate it through techniques like weight and colour.

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### Game Design 2 (2013): Lecture 8 - Layering and Separation for Game Communication

1. 1. 2013 Game Design 2 Lecture 8: Layering & Separation http://gcugd2.com david.farrell@gcu.ac.uk
2. 2. Notes... • Coursework online! • Tutorial feedback • Read Tufte’s book chapters! I have a copy that I can bring to tuts -& there are copies in library.
3. 3. Reading • Tufte pages 53 - 66 • http://bit.ly/l4dlight (Left 4 Dead use of light) • http://bit.ly/worldofgootour (video)
4. 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. 5. Triangle in 2D
6. 6. Triangle in 1D
7. 7. Sphere in 1D
8. 8. 3D represented in 2D
9. 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. 10. “Escaping this ﬂatland is the essential task of envisioning information” Tufte, Envisioning Information, Page 13
11. 11. Information • simple or complicated • detailed or sparse • analogue or digital • NEVER confusing or cluttered
12. 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. 13. What are the layers here?
14. 14. Colour deﬁnes the relationship
15. 15. ! "An undifferentiated, unlayered surface results jumbled up, blurry, incorherent, chaotic with unintentional optical art. What we have here is a failure to communicate” - Tufte p58
16. 16. Negative Space
17. 17. 1+1=3
18. 18. Harmonising Elements • Careful layout diminishes 1 + 1 = 3 clutter • Avoid ‘active negative space’ • Words have fewer descenders than ascenders (so safer to put above a line) • Curved text is hard to read
19. 19. Box Plots
20. 20. Subtle Differences • All differences mean something
21. 21. Games Examples • 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 layers (even though we don’t use the phrase “layers” in this way often)