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User interfaces

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FUNDAMENTALS OF GAME PLAY USER INTERFACE DESIGN Sayed Ahmed BSc. Eng. in CSc. MSc. in CSc. http://sayed.justetc.net http://www.justETC.net Presented at the University of Winnipeg Winnipeg, Manitoba, Canada
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Page 1: User interfaces

FUNDAMENTALS OF GAME PLAYUSER INTERFACE DESIGN

Sayed AhmedBSc. Eng. in CSc.MSc. in CSc.http://sayed.justetc.nethttp://www.justETC.net

Presented at the University of WinnipegWinnipeg, Manitoba, Canada

Page 2: User interfaces

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

Page 3: User interfaces

TOPICS How to make your game customizable

Page 4: User interfaces

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

Page 5: User interfaces

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

Output Visual Elements and Audio Elements

Input Control Elements

Page 6: User interfaces

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

Page 7: User interfaces

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 storytelling

Page 8: User interfaces

PLAYER CENTRIC INTERFACE DESIGN Focus on what the player needs to play the game well Provide smooth and enjoyable experience

Page 9: User interfaces

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

Page 10: User interfaces

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

Page 11: User interfaces

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

Page 12: User interfaces

SOME GENERAL PRINCIPLES Provide shortcuts for experienced players

Page 13: User interfaces

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

Page 14: User interfaces

WHAT THE PLAYER NEEDS TO KNOW Am I making progress? What should I do next? How did I do?

Page 15: User interfaces

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

Page 16: User interfaces

WHAT THE PLAYER WANTS TO DO Pause the game Set game options Save the game End the game

Page 17: User interfaces

THE DESIGN PROCESS Define the Gameplay 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

Page 18: User interfaces

DESIGN PROCESS Define the Gameplay Modes First

Once you have chosen Camera Model Interaction Model Gameplay for the primary gameplay mode

You can begin to create the details of the user interface

Choosing a Screen Layout General screen layout The visual elements that it will include Main view – largest Balance between main view and feedback

elements and on-screen control Not a big issue in computer or console games

Page 19: User interfaces

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

Page 20: User interfaces

LETTING THE PLAYER DO WHAT SHE WANTS TO DO

Page 21: User interfaces

SHELL MENUS

Page 22: User interfaces

MANAGING COMPLEXITY Simplify the Game

Abstraction Automation

Depth Versus Breadth Broad Interface Deep Interface

Context Sensitive Interfaces Avoiding Obscurity

Artistic Over Enthusiasm The pressure to reduce UI screen usage Developer familiarity with the material

Page 23: User interfaces

INTERACTION MODELS Avatar Based Multi present Party-based interaction model Contestant model Desktop model

Page 24: User interfaces

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

Page 25: User interfaces

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

Page 26: User interfaces

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

Page 27: User interfaces

CAMERA MODELS Aerial Perspective

Omnipresent interaction model Top down perspective Isometric Perspective Free roaming camera

Aerial Perspectives

Page 28: User interfaces

VISUAL ELEMENTS Main View Windowed Views Opaque Overlays Semitransparent Overlays

Page 29: User interfaces

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

Page 30: User interfaces

AUDIO ELEMENTS Sound Effects Vibration Ambient Sounds Music Dialog and Voiceover Narration Input Devices

Page 31: User interfaces

TERMINOLOGY Accelerometers GPS

Page 32: User interfaces

TWO DIMENSIONAL INPUT DEVICES Directional Pads Joysticks Mouse Touch Sensitive Devices

Page 33: User interfaces

ONE DIMENSIONAL INPUT DEVICES


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