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josephHiggins_BenchmarkPortfolioDeck

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Game design@itp v3
Game design@itp v3
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  1. 1. Joseph Higgins ATEC 3352 Benchmark Portfolio Deck
  2. 2. Player Pain Points While the UI of the Witcher 3 is good, there are issues that players have encountered. ● Too many HUD options ● HUD controls not needed ● Lack of item descriptions ● Unneeded world interactions However the focus of my redesign will be focused on the HUD
  3. 3. Which Player types buy the Witcher 3? Explorers 80% Achievers 20%
  4. 4. Suffering Player Demographic: Explorers ● Disrupted Immersion ○ Too many HUD features ○ Unnecessary Text ○ Poor HUD framing
  5. 5. What do explorers look for in a game? ● Drawn to discovery ● Enjoy the experience of the world story ● Seek after side quests and their own subtle narratives ● Finding new witcher contracts ● Discovering what each marker has in store for the player
  6. 6. Causes of Disrupted Immersion ● HUD Framing - The game’s UI isn’t flush against the edges of the player view. Causing more space to be obstructed from the noise of the UI elements. ● Information Load - The game provides information such as button commands, multiple items, combat log, map, time of day, distance from objective, and player statistics all at once.
  7. 7. Current Design
  8. 8. UI Frame Here we see a small bit of screen lost because of the UI frame. Unfortunately this wastes space and reduces how much the player may see.
  9. 9. Unnecessary Information pt.1 The game provides button commands the entire game. At a certain point this is simply takes up player space and is unused. These visual cues unfortunately lose their usefulness as the player becomes more familiar with the game.
  10. 10. Unnecessary Information pt.2 Time The time of day is also given to the player. It is never needed to understand the time of day. Items The game provides 5 item slots and keys that fail to map similarly to the keyboard. Also the text for each item adds more clutter to the screen.
  11. 11. Design Solution from BloodBorne: Items Bloodborne (as seen on the right) only shows text for the currently selected item. IT reduces screen clutter and streamlines on the spot inventory uses. BloodBorne
  12. 12. Proposed Design
  13. 13. Comparison ● The proposed design solution allows for the player to see more and reduces the noise from the poor framing of the UI elements.

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