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Designing Game Interfaces

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This is the slide deck for the session I gave on interface design at Adobe MAX 2011

Veröffentlicht in: Technologie, Unterhaltung & Humor
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  • Hi!
    May I ask something? Which game interface do you think works better on mobile devices? Do you think that a 2D horizontal scrolling game interface works well on them? Maybe I'm kind of an old school guy, but the fact of not sensing any button under my thumbs makes me loose control over the game, so I don't feel comfortable with this.

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Designing Game Interfaces

  1. 1. Designing Game Interfaces<br />Mike Jones | Gaming Evangelist, Adobe<br />
  2. 2. Mike Jones<br />Gaming Evangelist<br />blog.flashgen.com<br />@FlashGen<br />Introduction<br />
  3. 3. Agenda<br />Game interfaces 101<br />The poetics of space<br />The power of touch<br />Questions<br />3<br />
  4. 4. Game Interfaces 101<br />4<br />
  5. 5. Game Interfaces 101<br />Useful in providing relevant information to the player<br />Occupy minimal screen real estate<br />Designed to be unobtrusive<br />Common elements include score, time, health, bullets<br />Need not be permanently visible <br />Can adapt / evolve<br />Simplicity goes a long way<br />5<br />
  6. 6. Game Interfaces 101<br />6<br />
  7. 7. Game Interfaces 101<br />Useful in providing relevant information to the player<br />Occupy minimal screen real estate<br />Designed to be unobtrusive<br />Common elements include score, time, health, bullets<br />Need not be permanently visible <br />Can adapt / evolve<br />Simplicity goes a long way<br />7<br />
  8. 8. Game Interfaces 101<br />8<br />
  9. 9. Game Interfaces 101<br />9<br />Demo<br />
  10. 10. 10<br />The Poetics of Space<br />
  11. 11. The Poetics of Space<br />11<br />Fagerholt, Lorentzon (2009) "Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games". <br />MSc Thesis, Chalmers University of Technology<br />
  12. 12. The Poetics of Space<br />12<br />Fagerholt, Lorentzon (2009) "Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games". <br />MSc Thesis, Chalmers University of Technology<br />
  13. 13. The Poetics of Space<br />13<br />
  14. 14. The Poetics of Space<br />14<br />Fagerholt, Lorentzon (2009) "Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games". <br />MSc Thesis, Chalmers University of Technology<br />
  15. 15. The Poetics of Space<br />15<br />
  16. 16. The Poetics of Space<br />16<br />Fagerholt, Lorentzon (2009) "Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games". <br />MSc Thesis, Chalmers University of Technology<br />
  17. 17. The Poetics of Space<br />17<br />
  18. 18. The Poetics of Space<br />18<br />Fagerholt, Lorentzon (2009) "Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games". <br />MSc Thesis, Chalmers University of Technology<br />
  19. 19. The Poetics of Space<br />19<br />
  20. 20. 20<br />The Power of Touch<br />
  21. 21. The power of touch<br />21<br />
  22. 22. The power of touch<br />22<br />
  23. 23. The power of touch<br />23<br />
  24. 24. The power of touch<br />24<br />
  25. 25. The power of touch<br />25<br />Demo<br />
  26. 26. The power of touch<br />Touch based devices compound game interface integration<br />The “fourth wall” now becomes the main input<br />Lack of input precision and screen size require additional thought<br />Players thumbs, fingers can easily obscure areas of the screen <br />The device itself becomes an extension of the interface<br />26<br />
  27. 27. Summary<br />Avoid “shrink wrapping” your games<br />Test early and often<br />Touch based devices can compound interface design<br />27<br />
  28. 28. Additional Resources<br />Articles & Publications<br />Beyond the HUD: User Interfaces for Increased Player Immersion in FPS Games (MSc Thesis) - Erik Fagerholt, Magnus Lorentzon.http://publications.dice.se/attachments/beyond.the.hud.091025.pdf<br />User Interface design in video games - Anthony Stonehousehttp://www.thewanderlust.net/blog/2010/03/29/user-interface-design-in-video-games/<br />Replay: The History of Video Games – Tristan Donovanhttp://www.amzn.com/0956507204<br />Examples<br />Fortune Onlinehttp://www.fortuneonline.com<br />Max Racerhttp://alternativaplatform.com/en/demos/maxracer/<br />Zombie Tycoonhttp://molehill.zombietycoon.com/<br />28<br />
  29. 29. Any Questions?<br />Mike Jones<br />Gaming Evangelist<br />blog.flashgen.com<br />@FlashGen<br />http://gaming.adobe.com<br />
  30. 30. Thank You<br />Mike Jones<br />Gaming Evangelist<br />blog.flashgen.com<br />@FlashGen<br />http://gaming.adobe.com<br />

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