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Game Development Essentials An Introduction

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?

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Game Development Essentials An Introduction

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  1. Game Development Essentials An Introduction

  2. Chapter 8 Interface creating the connection

  3. 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?

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

  5. Interface & Game Features • Gameplay • Story • Character • Audio • World • Platform • Genre

  6. Interface TypesManual (Physical) Bass Fishing Samba di Amigo Dance Dance Revolution

  7. Interface TypesVisualActive I Was an Atomic Mutant (main menu) Puzzle Pirates (radial/pie menu)

  8. Interface TypesVisualPassive True Crime: Streets of LA (HUD = heads-up display)

  9. Interface TypesVisualStyles Whole Screen (Myst III: Exile) Split-Screen (Adventures of Fatman) Invisible (Black & White: Creature Isle)

  10. Visual Interface ComponentsScore Super Collapse Cyclone

  11. Visual Interface ComponentsLives & Power Tour de France (Power) Super Mario Sunshine (Lives)

  12. Visual Interface ComponentsMap Age of Mythology: The Titans Age of Empires II: The Age of Kings

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

  14. Visual Interface ComponentsStart Screen Crazy Bunker

  15. UsabilityDysfunctional Interfaces • Cryptic • Complex • Simplistic • Inconsistent • Inefficient • Cluttered

  16. UsabilityAccessibility • Visual • Audio • Motor • Speech • Cognitive

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

  18. 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

  19. 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

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