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Creating the User Experience

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Presentation on theme: "Creating the User Experience"— Presentation transcript:

1 Creating the User Experience
hamzah asyrani sulaiman

2 What Is the User Interface?

3 The UI knows all about any supported input and output hardware
The UI knows all about any supported input and output hardware. It translates the player’s input—the button-presses (or other actions) in the real world— into actions in the game world Introduction

4 Player-Centric Interface Design

5 About Innovation in Interface Design
Although innovation is a good thing in almost all aspects of game design—theme, game worlds, storytelling, art, sound, and of course gameplay—do not innovate unnecessarily when designing a new interface. About Innovation in Interface Design

6 Some General Principles
Be Consistent Give good feedback Remember that the player is the one in control Limit the number of steps required to take an action Permit easy reversal of actions Minimize physical stress Don’t strain the player’s short-term memory Group related screen-based controls and feedback mechanisms on the screen Provide shortcuts Some General Principles

7 What the Player Needs to know
Where I Am? What am I actually doing right now? What challenges am I facing? Did my action succeed or fail? Do I have what I need to play successfully Am I in danger of losing the game? Am I making progress? What should I do next? How did I do? What the Player Needs to know

8 What the Player Wants to do
Save the game Move Give Orders Look Around Conduct Conversations Interact Physically in game Customize Things Pick Up objects Talk to other friends Manipulate Objects Pause Construct and demolish objects Set game options Conduct Negotiations, etc End the game What the Player Wants to do

9 The Design Process

10 Define the Gameplay Modes First
A gameplay mode consists of a camera model, an interaction model, and the gameplay (challenges and actions) available Define the Gameplay Modes First

11 Choosing a Screen Layout
The main view of the game world should be the largest visual element on the screen, and you must decide whether it will occupy a subset of the screen—a window— or whether it will occupy the entire screen and be partially obscured by overlays. Choosing a Screen Layout

12 Shell menus allow the player to start, configure, and otherwise manage the operation
of the game before and after play. Shell Menus

13 Managing Complexity

14 This option should be your first resort
This option should be your first resort. If your game is too complex, make it simpler. You may do this in two ways: with abstraction and automation Simplify the Game

15 Depth versus Breadth

16 Interaction Models

17 Player love unexpected stuff and varieties.
Interaction Models

18 Camera Models

19 First and Third person Perspective

20 Aerial Perspectives

21 Other 2D Display Options
■ Single-screen. The display shows the entire world on one screen, normally from a top-down perspective with cheated objects. The camera never moves. Robotron: 2084 provides a classic example. ■ Side-scrolling. The world of a side-scroller—familiar from an entire generation of games—consists of a long 2D strip in which the avatar moves forward and backward, with a limited ability to move up and down. The player sees the game world from the side as the camera tracks the avatar. ■ Top-scrolling. In this variant of the top-down perspective, the landscape scrolls beneath the avatar (often a flying vehicle), sometimes at a fixed rate that the player cannot change. This forces the player to continually face new challenges as they appear at the top of the screen. ■ Painted backgrounds. Many graphical adventure games display the game world in a series of 2D painted backgrounds rather like a stage set. Other 2D Display Options


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