Thursday, 1 August 2019

Game Design 1/8

UI - User interface(HUD and Menu)

UI is not UX(user experience), rather UX is more about design of how the game works, how the player has to interact etc.

UI = visual design. Responsible for level maps, HUD, level editors, web experiences, quest windows

- Understand your audience
- Systems thinking
- Layout

 - Motion Graphic Principles

  • Responsiveness
  • Intention
  • Awareness
  • Consistency
  • Physical Intuition
"Real art is knowing which mistakes to keep"


Clarity - must be recognisable, should be readable, player needs to understand how to interact, no room for confusion, clutter free.

Interface connects humans to the game world. they are not the end product themselves, but part of the game.

Attention - Keep Immersion. Use primary goal attention techniques. Dont distract the player.

Keep the users feeling like they are always in control. Keep it simple, reduce unexpected outcomes.

The best interface is no interface, keep as much information within the world for the player to find organically.

Give the player one piece of information at a time. Make sure the next step feels natural, items do what they are expected to do.

Make everything Consistant

Test in a Zero state - like you are brand new to it or grab someone who hasnt seen it as an alpha tester.


HUD

Non-Diagetic - Most common. 2D widgets that display stats from game manager ie. kill feed, ammo remaining, health bar.

Diagtic - Ingame ui, so glowing armor showing health left for example. ingame map, handheld radar etc

Meta - 2D Widgets brought up using ingame triggers, helps keep immersion.

Spatial - Not so common these days. Think the glowing arrow barriers in NFS to show where to go.

Menu systems should be clear, not overly complicated and confusing.

Proposal due next friday, essentially a pitch bible.

I need an interface art page, controls page, UI page. Concept art throughout.

Discussion with Thomas has suggested having the ghost throw items down as another hazard, and the ghost holding the ultimate cat toy at the end as the final push to get the ghost.

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