Game Development Essentials An Introduction. Chapter 8 Interface creating the connection.

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Presentation transcript:

Game Development Essentials An Introduction

Chapter 8 Interface creating the connection

Key Chapter Questions ■ How do game interfaces relate to player-centered design? ■ What are the components of game interfaces? ■ What is the difference between a manual and visual interface? ■ What is the difference between a passive and an active interface? ■ Why is usability important in game interface design?

Player-Centered Design What’s wrong with this picture?

Interface & Game Features Gameplay Story Character Audio World Platform Genre

Interface Types Manual (Physical) Bass FishingSamba di AmigoDance Dance Revolution

Interface Types Visual Active Puzzle Pirates (radial/pie menu) I Was an Atomic Mutant (main menu)

Interface Types Visual Passive True Crime: Streets of LA (HUD = heads-up display)

Interface Types Visual Styles Split-Screen (Adventures of Fatman) Whole Screen (Myst III: Exile) Invisible (Black & White: Creature Isle)

Visual Interface Components Score Cyclone Super Collapse

Visual Interface Components Lives & Power Super Mario Sunshine (Lives) Tour de France (Power)

Visual Interface Components Map Age of Empires II: The Age of Kings Age of Mythology: The Titans

Visual Interface Components Character Character creation & management and character inventory interfaces from The Temple of Elemental Evil

Visual Interface Components Start Screen Crazy Bunker

Usability Dysfunctional Interfaces Cryptic Complex Simplistic Inconsistent Inefficient Cluttered

Usability Accessibility Visual Audio Motor Speech Cognitive

Saving the Game Quick-save Auto-save Save to slot (or file) “Save-game” debate

Guidelines for a Great Interface Be consistent Enable shortcuts Provide feedback Offer defined tasks Permit easy reversal of actions Allow for player control Keep it simple Make it customizable Include a context-sensitive pointer Implement different modes Use established conventions

Summary Player-centered design Interface & game features Manual vs. visual interfaces Active vs. passive interfaces Visual interface components Usability & accessibility Saving the game Guidelines for a great interface