Topics Covered Visual Elements Audio Elements Input Devices
Navigation Mechanisms Allowing for Customization
Slide 3
Visual Elements Whatever interaction & camera models a game
has, you always need to display information using visual
elements
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Main View The players main view of the game world should be the
largest element on the screen Window within screen with other user
interface elements around it Fill the whole screen with other user
interfaces on top
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Windowed Views Oldest and easiest design choice Main view only
takes up part of the screen Found in most games with complicated
user interfaces because they require many on-screen controls
Role-playing games Strategy games Construction/management
simulations
Slide 6
Starcraft 2
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Windowed Views (continued) Observing the game world through a
window Harms immersion Immersion not as important if the game
requires accessing these controls at all times (Starcraft 2)
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Opaque Overlays Greater sense of immersion than windowed view
The main view fills the screen with graphical elements on top When
the overlay appears it covers some of the main view, but when its
gone the player can see the game world again Can be borderless (not
in a box)
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Semitransparent Overlays Can see partially through them Less
intrusive Make sure its not too transparent because bleed- through
might confuse information from the overlay
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Guild Wars
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Feedback Elements Communicate details about the games mechanics
to the player Whats going on How the player is doing What options
the player has selected What activities the player has set in
motion
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Indicators Inform the player about the status of a resource
(graphically and at a glance) Provides value for anything you like
Choose indicators that fit the theme of your game and that dont
introduce inconsistencies Analog clock out of place in a medieval
fantasy game
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Indicators (continued) 3 categories: General numeric
Small-integer numeric Symbolic
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General Numeric Digits Can display large numbers in a small
screen area Not easy to read at a glance Example: 171 can look like
111 if you only have a quick moment to check the display during an
attack
Slide 15
General Numeric Digits (continued) Do NOT use digits to display
imprecise quantities (ex. health, energy, popularity) Use digits to
display: Players score Amounts: Money Ammunition Volumes of
supplies
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General Numeric Needle Gauge Easy to read at a glace Take a lot
of screen space for little information You can use multiple needles
if they are different colours Example: a cars speedometer
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General Numeric Power Bar Usually to indicate health or time
remaining Horizontal: zero at the left and maximum at the right
Vertical: zero at the bottom and maximum at the top Like a
thermometer without gradations
Slide 18
General Numeric Power Bar (continued) You can superimpose
another semi-transparent bar of a different colour if you need to
show 2 numbers in the same space Green: full Yellow: in-between
Red: critically low levels Can be themed
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Small Multiples Small-integer Numeric If a small picture is
repeated multiple times, it can indicate the number of something
remaining Ex. Signal strength bars on your phone Traditionally used
to represent lives remaining Also used for things avatars may carry
(ex. Potions) Should limit so the player can read the number at a
glance Choose themed pictures appropriate to your game
Slide 20
Lives Remaining
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Colored lights - Symbolic Very space-efficient Takes up only a
few pixels However, does not display much data Normally indicate:
Binary (on/off ) values with 2 colours Tristate (off/low/high)
values with 3 colours Stick to a maximum of 3 colours, otherwise
the player could forget what all the colours mean Use a suitable
palette of colours
Slide 22
Icons - Symbolic Convey information in a small space Ex. In a
car: the symbols indicating heating/air conditioning status Must be
obvious/unambiguous Use a tooltip a small balloon of text that
appears briefly when the mouse hovers over an icon for a few
seconds Tooltips help players to identify/learn icons Some icons
may need text beside them
Slide 23
Icons Symbolic (continued) Ex. If youre indicating a season:
Summer: sun Fall: dried leaf Winter: snowflake Spring: flower
However, make sure its understood in different parts of the world
(i.e. A snowflake would not work well in cultures where snow doesnt
fall) Make your icons thematically appropriate
Slide 24
Text Indicators - Symbolic Advantages: Represents abstract
ideas well Disadvantages: Some people find text boring Two words
can look alike Localized for each language (localization talked
about later)
Slide 25
Mini-Maps Displays a miniature version of the game world (from
a top-down perspective) Useful for the player to orient him/herself
in the world 2 display conventions: World-oriented
Character-oriented Only shows major geographical features Key
characters/buildings typically appear as coloured dots Mini-maps
can help warn the player of challenges not visible in the main
view
Slide 26
World-oriented Displays entire game world with north at the top
regardless of the main views orientation An indicator marks the
part of the game world currently visible in the main view In
multipresent games, the player can click the mini- map to jump to
that location in the game world
Slide 27
Starcraft 2
Slide 28
Character-oriented Displays the game world around the avatar,
with him/her in the center of the map facing the top of the screen
If the player moves the avatar, the landscape moves accordingly
(rather than the avatar) Only shows a limited area around the
avatar Often round and called a radar screen They sometimes include
an indicator pointing north
Slide 29
Colour Can double the amount of data in a numeric indicator by
having a colour represent a 2 nd value Ex. Engine: Speed: needle
gauge Temperature: needle gauge turns different colours Colours are
best for broad categories Useful for differentiating groups A
transparent colour filter can go over the entire screen Think about
particular groups (i.e. Colour-blind players need another
option)
Slide 30
Character Portraits Appears in a small window Displays the face
of someone in the game world Its hard to see the faces of
characters in aerial perspective games, so character portraits help
Builds identification between your player and avatar Conveys more
personality Animated portraits can be used as a feedback
element
Slide 31
Doom
Slide 32
Slide 33
Screen Buttons and Menus For controlling processes too complex
by using only controller buttons Work best with a mouse Do not put
too many buttons and menus on the screen: Confusing Less accessible
to casual players Make them theme-based (for immersion)
Slide 34
Text Most games contain a fair amount of text Appears as a
feedback element, or as a label for menu items and screen buttons
and to basically indicate anything important Text may also be used
for narration or dialog (including subtitles)
Slide 35
Localization The process of preparing a game for sale in a
country other than the one for which the game was originally
designed Requires changes in software and content Translating all
the test Helpful hint: store all the games text in text files,
separate from other content! Exception example: a billboard in a
game set in NY should remain in English no matter where the game is
being played (unless it is an essential clue) Dont crowd text
elements
Slide 36
Typefaces and Formatting Make text easily readable Minimum
height of 12 pixels, 16 preferable Use fonts designed for reading
on a computer Theme-based Dont use too many different typefaces
Understand the difference between display fonts and ordinary fonts
Avoid monospaced (fixed width) fonts (ex. Courier), and stick with
proportional fonts (ex. Times)
Slide 37
Audio Elements Different audio elements: Sound effects
Vibration Ambient sounds Music Dialog Voiceover narration Keep all
audio elements in separate files and play through separate channels
Always include a facility for the player to adjust the volume level
of music independently from other audio effects
Slide 38
Sound Effects Correspond to actions/events of the game world
Use sound to get the players attention (ex. danger) Include sounds
in the game world and the user interface Make sure the sound
effects fit the theme of the game
Slide 39
Vibration Many modern controllers include this Sensory feedback
Only use when needed (ex. In horror or stealth games) Dont use
constantly or players will learn to ignore it and it might cause
their hands to tingle unpleasantly
Slide 40
Ambient Sounds Aural feedback Ex. Traffic sounds signify youre
in an urban street Positional audio different speakers present
sounds at different volume levels, makes it feel more 3D Dont
overuse ambient sounds They must work with the music you choose You
may be limited by your audio hardware
Slide 41
Music Helps set the tone Make sure it can tolerate repetition
Avoid background music with a wide dynamic range Adaptive music
music that changed dynamically in response to current game
situations (still experimental) Layering separate but harmonizing
music pieces that overlap and the game decides which piece should
be heard depending on whats happening in the game
Slide 42
Dialog and Voiceover Narration Repetitive spoken content
becomes tiresome Have multiple variations of the same phrase Play
the sentence once then use visual feedback if it persists Writing
and acting must be good Otherwise destroys immersion Use actors
whose voices go with the theme Better to hire a native speaker than
an actor to fake an accent
Slide 43
Input Devices Important because input devices are the means by
which the player projects commands into the game If you design a
game that requires input devices other than a mouse or controller,
you limit your audience
Slide 44
Terminology Binary devices: signals being interpreted as off
and on Analog devices: transmits a value from a range of many
possible values Dimensionality: One-dimensional transmits 1 datum,
2-dimentional transmits 2 data, etc. regardless of whether they
transmit binary or analog data Absolute values: a device that
returns data about its current position as measured from the
neutral position (ex. a joystick) Relative values: offer unlimited
travel and no neutral position (ex. a mouse)
Slide 45
Three-Dimensional Input Devices Deliver 2 data values
simultaneously Accelerometers: Electronic device that measures the
rate of acceleration it experiences (ex. Wii) Can compute how far,
fast, and in what direction the user moves the remote When an
accelerometer is sitting on a table it reports the force of gravity
and if the acceleration of gravity changes direction, it means the
device has been tilted with respect to the ground
Slide 46
Three-Dimensional Input Devices (continued) Global Positioning
Systems: Returns devices latitude, longitude, and altitude Only
work in areas where they can receive satellite transmissions
Slide 47
Two-Dimensional Input Devices Allow the player to send 2 data
values to the game at one time from a single device Directional
Pads (D-pads): Circular of cross-shaped input device on a game
controller with binary switches at the top, bottom, left, and right
It rocks about its center when pressed so it can also send
information between these directions (i.e. the upper- right
direction)
Slide 48
Two-Dimensional Input Devices (continued) Directional Pads
(D-pads): Should only be used if there is no better device
available since youre limited to movement in only 8 directions You
can assign different functions to the D-pad instead such as
scrolling the main view window that doesnt require as much
precision
Slide 49
Slide 50
Two-Dimensional Input Devices (continued) Joysticks: Single
vertical stick anchored at the bottom that can be tilted in any
direction Spring-loaded so it returns to its central position when
the player lets go of it When the game software checks the position
of the joystick, it returns 2 absolute data: An X-value indicating
tilt to the left or right A Y-value indicating tilt forward or
back
Slide 51
Two-Dimensional Input Devices (continued) Joysticks: More
degrees of control (i.e. for vehicles) The degree of tilt
corresponds with the rate of movement Not the most precise because
when the player lets go, the joystick returns to the center and
causes it to point somewhere else
Slide 52
Slide 53
Two-Dimensional Input Devices (continued) Mouse (or trackball):
Returns X- and Y-values but these are relative data (it indicated
how far the player moved the mouse relative to its previous
location) More precision: unlimited travel in any direction on the
2D plane Best for first-person PC games Converts relative data into
absolute data for the cursor position Weak for steering mechanisms
(lack of neutral position)
Slide 54
Two-Dimensional Input Devices (continued) Touch-sensitive
devices: Return analog X and Y positions to indicate where they are
touched (like a mouse cursor) Unlike a mouse, you can return the
cursor to a neutral position whenever the player stops touching the
device Multi-touch interface
Slide 55
One-Dimensional Input Devices Send a single value to the game
One-shot actions: Press the button once to activate On signal as
the trigger (ignores the off signal) ex. firing a handgun Repeating
actions: Press the button to activate and turns off when released
On signal as the trigger (off signal when released) ex. a machine
gun firing continuously
Slide 56
One-Dimensional Input Devices (continued) Continuous actions:
On signal initiates a continuous action (off signal ends this
action)
Slide 57
Typical golf game the player presses the button to start the
backswing and presses it again to hit the ball
Slide 58
Controller Buttons and Keys Console game controllers can have 1
to 10 buttons Face buttons: on the top (pressed with the thumbs)
Shoulder buttons: facing away from the player (under the index
fingers) Keep consistency with buttons: do not stray from the
industry standard For a computer, assign keys so the letter becomes
a mnemonic for the action (ex. B for brakes)
Slide 59
Controller Buttons and Keys Console game controllers can have 1
to 10 buttons
Slide 60
Knobs, Sliders, and Pressure- Sensitive Buttons Rarely find
knobs nowadays Can only move so far, such as a volume knob on a
stereo Generally not self-centering A slider is a small handle that
moves along a slot in the controller, constraining its travel
Returns an absolute position Pressure-sensitive buttons: Send a
number that indicates how hard the player presses Finer degree of
control
Slide 61
Navigation Mechanisms Allow the player to tell a character,
vehicle, or other mobile unit how to move Establishes a
relationship between how the player moves the controls and how the
avatar responds Avatar response must be consistent and predictable
A sudden change in camera angle may cause the player to make a
steering error
Slide 62
Screen-Oriented Steering Top-down and isometric perspectives:
The player sees the avatar from above When you move the joystick,
the avatar instantly turns and faces the corresponding direction on
the screen and moves accordingly 2D side-scrolling games: The
joystick controls left and right movement Vertical jumps are
controlled using another button
Slide 63
Screen-Oriented Steering 3D games: Usually avatar-oriented
rather than screen-oriented Moving the joystick up is forward in
the 3D environment Moving the joystick down makes the avatar turn
to face the player and move towards him/her Unlike avatar-oriented
steering, left and right cause the avatar to move in those
directions while the camera still faces forwards (this depends on
the game)
Slide 64
Avatar-Oriented Steering Pushing the joystick up makes the
avatar move forwards regardless of her orientation on the screen
Implementation differs depending on the device used Remains
consistent regardless of camera model
Slide 65
Mouse-Based Control The mouse only controls the direction in
which the avatar faces (the avatar turns in place) Up and down
mouse movements tilt the camera up and down The player uses the
keyboard to actually make the avatar move (W, A, S, D) More
flexible than a joystick-based system
http://www.youtube.com/watch?v=YdJEr5eokN4&feat ure=related
http://www.youtube.com/watch?v=YdJEr5eokN4&feat
ure=related
Slide 66
Flying Involves moving in 3 directions Control over movement
must be handled by a separate mechanism (ex. extra controller
buttons or an extra joystick) Almost always intended for 1 st
-person perspective
Slide 67
Fixed-Wing Aircraft Player manoeuvres aircraft by using the
joystick to pitch/tilt the aircraft (it rolls rather than simply
turning) Slider keys generally increase and decrease the engine
speed by fixed increments (throttle control) When the joystick
returns to the center, the plane should level out and fly straight
(at the speed determined by the throttle)
Slide 68
Helicopters More complicated than flying a fixed-wing aircraft
Joystick controls turning and forward/backward movement The slider
control causes the helicopter to ascend or descend Left on the
joystick makes the helicopter turn counterclockwise about the
vertical axis (it will only move in this direction if it is also
moving forward) Right makes it turn clockwise When the joystick
returns to the center, the helicopter should gradually slow until
it remains hovering above a fixed point A separate key or slider
controls vertical movement
Slide 69
Spacecraft Most designers treat this like a fixed-wing aircraft
When you move the joystick left/right the spacecraft turns rather
than rolling/tilting
Slide 70
Point-and-Click Navigation Aerial camera models usually use
point-and-click navigation In a game with a multipresent (or
party-based) interaction model, the player first chooses which
unit(s) should move, then chooses their destination in the
environment This uses a pathfinding algorithm (the avatar moves to
the clicked destination automatically avoiding obstacles) Usually
the player can select 1 of 2 speeds (i.e. hold down a certain key
for running) http://www.youtube.com/watch?v=YaQfK3pDPcs&feature
=related http://www.youtube.com/watch?v=YaQfK3pDPcs&feature
=related
Slide 71
Point-and-Click Navigation (continued) This technique is most
often used in real-time strategy and role-playing games When many
units need to be given their own paths and theres not enough time
to control them all precisely If the units cant move to the
location, it either: Goes as far as it can Or warns the player that
it cant proceed to the destination Allow the player to designate
waypoints (intermediate points that the unit must pass through on
its way to the final destination)
Slide 72
Allowing for Customization One of the most useful features One
of the easiest to design Normally this is handled via a shell menu
The most common customizations are: Swapping the left and right
mouse buttons Right-handed vs. left-handed players Swapping the up
and down directions of the mouse or joystick Some players like to
move the mouse/joystick up to look up and some like to move it down
to look up
Slide 73
Allowing for Customization (continued) Make functions easily
customizable for the player: They dont want to spend forever trying
to customize the keys Degrees of freedom: number of possible
dimensions an input device can move through Ordinary button: 1
degree of freedom Joystick/mouse: 2 degrees of freedom (up/down and
left/right) Wii Remote: 3 degrees of freedom You can let the player
swap 2 devices if they have the same degrees of freedom Your game
should include a key reassignment shell menu
Slide 74
Allowing for Customization (continued) Warn the player if
he/she tries to exit the shell menu during the key reassignment if
an action is unassigned Make sure to have the unassigned keys all
on the same screen (too confusing when you flip from screen to
screen) Save the players customizations so he/she doesnt need to
reassign them every time Include a restore defaults option
Slide 75
Summary Reviewers say that the user interface is the feature
that makes games great A smooth interface improves the players
perception of the game Make sure your elements are theme-based
Allowing for Customization Make sure to save different elements in
different files!