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FUNDAMENTALS OF GAME DESIGNUSER INTERFACE DESIGN
Sayed AhmedBSc. Eng. in CSc. & Eng. (BUET)MSc. in CSc. (U of Manitoba)http://sayed.justetc.nethttp://www.justETC.net
Just E.T.C for Business, Education, and Technology Solutions
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TOPICS General Principles of User Interface Design A process for designing your interface
How to manage the complexity Interaction Models Camera Models Examine most widely used visual and audio
elements in game UI Analyze the functionality of various types of
input devices A variety of navigation mechanism
Camera Models Input Devices 2
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IS USER INTERFACE IMPORTANT? A bad interface can kill a game
Even with a great game play The User Interface creates the player’s
experience Making the game Visible, Audible, and Playable
The user interface has an enormous effect on how the player perceive the Game Satisfying Disappointing Elegant Graceless Fun Frustrating 4
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WHAT IS THE USER INTERFACE? Lies in between the player and the internals
of the game Knows all about any supported input and
output hardware Translates the player’s input
Into actions in the game Pass those actions to the core-mechanics
Presents internal data that the player needs In visible and audible format
UI Output Visual Elements and Audio Elements
UI Input Control Elements
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WHAT IS THE USER INTERFACE Feedback to the player
Gives important information to the player About his activities The state of the game world The state of his Avatar
Feedback Elements The elements that provide this information
Visual or Audio
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PLAYER CENTRIC INTERFACE DESIGN UI plays more complex rules in games than in any other
software Games exist to entertain
Other software take data, process data, control processes, and visualize results
Game UI must be easy to learn but Must not tell everything that is happening inside the
game Must not give the player the maximum control Mediate between the internals and the player Create an experience for the player that feels to
him like game play and storytelling7
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PLAYER CENTRIC INTERFACE DESIGN Focus on what the player needs to play the game well Provide smooth and enjoyable experience
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ABOUT INNOVATIVE UI Innovation is good in almost all aspects of
Game Design Theme Game World Storytelling Art Sound Gameplay
Do not innovate unnecessarily when designing a new interface Button assignments on controllers and keyboards
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ABOUT INNOVATIVE UI Over the years
Most genres have evolved a practical set of feedback elements Control mechanisms suited to their gameplay
Play the games in your chosen genre Pay special attention to games that are widely admired as
the best – Their UI probably helped them secure that reputation
Adopt whichever of them is appropriate for your game Want to offer a new user interface for a familiar
problem Build a tutorial level Test them with novice and experienced players Take their feedback Check if it’s a substantial improvement or not
If not, go back to what works Allow the player to customize the interface
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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
Remember game balance Minimize physical stress Don’t strain the player’s short-term memory Group related screen-based controls and
feedback mechanisms on the screen 11
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SOME GENERAL PRINCIPLES Provide shortcuts for experienced players
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WHAT THE PLAYER NEEDS TO KNOW What is happening in the game world What they should do next Need to know whether their actions are
leading them to success or failure Information the player must know to play the
game – according to player centric view of game design Where am I? main view, map, audio feedback 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 13
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WHAT THE PLAYER NEEDS TO KNOW Am I making progress? What should I do next? How did I do?
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WHAT THE PLAYER WANTS TO DO Move Look around Interact physically with nonplayer characters Pick portable objects up and put them down Manipulate fixed objects Construct and demolish objects Conduct negotiations and financial transactions,
and set numeric values Give orders to units or characters Conduct conversations with nonplayer
characters Customize a character or vehicle Talk to friends in networked multiplayer games
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WHAT THE PLAYER WANTS TO DO Pause the game Set game options Save the game End the game
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THE DESIGN PROCESS UI design happens in the early elaboration
phase If you do just after concept
Your UI work may get wasted Overall design may change dramatically
Define the Game play Modes First Choosing a Screen Layout Telling the Player What he Needs to know Letting the Player Do What She wants to do Shell Menus
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DESIGN PROCESS Define the Game play Modes First
Once you have chosen Camera Model Interaction Model Gameplay for the primary gameplay mode Elaboration phase: start with Game Play
You can begin to create the details of the user interface (for the primary game play for instance)
Initial game play design Plan the structure of the game using flow board Think about story related activities Think about ways to interrupt narrative and come back to
game play For small number of game play modes
Start UI design as soon as you understand those modes But too many modes, wait until after you have planned the
structure of the game And understand how the game moves from mode to
mode18
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DESIGN PROCESS When you have got understanding of the
game play modes Start to think
Visual elements and controls each mode will need Use graph paper, diagramming tool such as
Microsoft Visio Flowchart of progression of menus, dialog boxes,
other user interface elements that you plan to use Define what input devices will do in each mode
Game play modes may share the same UI Can only differ in game play challenges
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BUILD A PROTOTYPE Tools
Flash Microsoft Power point Blitz Basic
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DESIGN PROCESS Choosing a Screen Layout
After primary game play mode is thought out Camera model and interaction model are chosen Choose General screen layout
The visual elements that it will include Main view – largest
Decide – will it occupy a subset of the screen A window Full screen with overlays (control elements)
Balance between main view and feedback elements and on-screen control Not a big issue in computer or console games Serious challenge for handheld devices
Mobile phones especially21
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TELLING THE PLAYER WHAT HE NEEDS TO KNOW Think what the player needs to know
Apart from the current view of the game world What critical resources does he need to be aware
of all times What’s the best way to make that information
available to him Select the data from your core-mechanics that
you want to show Choose the feedback elements most suited to
display those data What warnings the player needs to be given
Decide how New type of feedback element 22
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LETTING THE PLAYER DO WHAT SHE WANTS TO DO Devise a control mechanism
Define every action that the player can take that affects the game
Check what the player wants to do Move, look around
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SHELL MENUS Allow the user to
Start, configure, manage the operation of the game before and after the play
Should allowConfigure the video and audio settingsGame controlsSave and load gamesShut down the games
Players should not spend much time in shell menu
Many games include ugly shell menusRemember: Players see shell menus first
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MANAGING COMPLEXITY Simplify the Game
Abstraction Automation
Depth Versus Breadth Broad Interface Deep Interface
Context Sensitive Interfaces Show only relevant information
Avoiding Obscurity Artistic Over Enthusiasm The pressure to reduce UI screen usage Developer familiarity with the material
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INTERACTION MODELS Interaction Models
The relationship between the player’s inputs and the resulting actions
How to create interaction model Define how the players press the controller button How those will be translated into game world
actions Avatar Based Multi present Party-based interaction model Contestant model Desktop model 26
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CAMERA MODELS 3D Versus 2D Question
For 2D Graphics 1st and 3rd person perspectives will not be available
Most games running on powerful game hardware are 3D Small games or games played in browsers are
sometimes 2D First-Person Perspective
Advantages Don’t display avatar – reduced development cost No AI to control the camera Players find it easier to aim the enemies The player may find interaction with the environment easy
Disadvantages Doesn’t have the pleasure to watch himself – cannot
customize looks 27
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FIRST PERSON PERSPECTIVES No body language or facial expressions
Reduces the player’s sense of her as a distinct character with a personality and a current mode
Personality must be expressed in other ways No cinematic camera angles for dramatic
effect Certain types of moves become difficult Motion sickness
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CAMERA MODELS Third Person Perspective
Challenges Camera Behavior when the Avatar turns
Camera always behind Motion sickness No fun of watching his or her side and front
Camera moves behind slowly Implement side view – slow camera move – image
dizzying Super Mario 64
Camera reorients only after the avatar stops moving Toy story
Intruding Land Scape Objects Player adjustments to the camera 29
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CAMERA MODELS Aerial Perspective
Omnipresent interaction model Top down perspective Isometric Perspective Free roaming camera
Aerial Perspectives
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VISUAL ELEMENTS Main View Windowed Views Opaque Overlays Semitransparent Overlays
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FEEDBACK ELEMENTS Indicators
Digits Needle gauge Power bar Small multiples Colored lights Icons Text indicators Mimi maps Color Character Portraits Screen buttons and menus Text Localization Typefaces and formatting
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AUDIO ELEMENTS
Sound Effects Vibration Ambient Sounds Music Dialog and Voiceover Narration
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SOUND EFFECTS Most common of use of Sound Actions and events of the game world
A burst of Gunfire Sound often represent the first warning of
approaching danger Provide feedback Screen button audible click
Interface effect that harmonize with the theme of the game
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VIBRATION Some device have vibration input Use if appropriate Ambient Sound
Traffic, noise, silenceThe traffic shows that it’s near/in the street
Use positional audio (First & Third) if supported Don’t over use sound effects
If the game involves mostly mental challenges
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MUSIC Sets the tone Establishes the pace of your game Think about music that will harmonize Make sure it can tolerate repetition Avoid intrusive music
Wide dynamic range
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INPUT DEVICES Three Dimensional
Accelerometers GPS
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TWO DIMENSIONAL INPUT DEVICES Directional Pads Joysticks Mouse Touch Sensitive Devices
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ONE DIMENSIONAL INPUT DEVICES One Dimensional Input Devices
Send one value to the game Common controllers and keys send binary values
On or off Knobs, sliders, and pressure sensitive buttons send
analog values Different ways to use buttons and keys
One shot actions Repeating actions Continuous actions
Knobs, Sliders, and Pressure-Sensitive Buttons
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NAVIGATION MECHANISMS Screen Oriented Avatar Oriented Point and Click Screen Oriented
Top Down and Isometric 2D Side-Scrolling 3D Games
Avatar Oriented Joystick and D-Pad Control Mouse-Based Control Flying Fixed-Wing Aircraft Helicopters Spacecraft
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ALLOW FOR CUSTOMIZATION Swap left and right mouse buttons Swap up and down directions in mouse or
joystick based games
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SUMMARY A smooth and intuitive user interface
improves the players perception of the game
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