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Fundamentals of Game Play
User Interface Design
Sayed Ahmed
BSc. Eng. in CSc.
MSc. in CSc.
http://sayed.justetc.net
http://www.justETC.net
Presented at the University of Winnipeg
Winnipeg, Manitoba, Canada
Topics
 General Principles of User Interface Design
 A process for designing your interface
 How to manage the complexity
 Interaction Models
 Camera Models
 Examine most widely used visual and audio elements in
game UI
 Analyze the functionality of various types of input devices
 A variety of navigation mechanism
 Camera Models
 Input Devices
Topics
 How to make your game customizable
Is User Interface Important?
 A bad interface can kill a game
 Even with a great game play
 The User Interface creates the player’s experience
 Making the game Visible, Audible, and Playable
 The user interface has an enormous effect on how the player
perceive the Game
 Satisfying
 Disappointing
 Elegant
 Graceless
 Fun
 Frustrating
What is the User Interface?
 Lies in between the player and the internals of the game
 Knows all about any supported input and output hardware
 Translates the player’s input
 Into actions in the game
 Pass those actions to the core-mechanics
 Presents internal data that the player needs
 In visible and audible format
 Output
 Visual Elements and Audio Elements
 Input
 Control Elements
What is the user Interface
 Feedback to the player
 Gives important information to the player
 About his activities
 The state of the game world
 The state of his Avatar
 Feedback Elements
 The elements that provide this information
 Visual or Audio
Player Centric Interface Design
 UI plays more complex rules in games than in any other software
 Games exist to entertain
 Other software take data, process data, control
processes, and visualize results
 Game UI must be easy to learn but
 Must not tell everything that is happening inside the game
 Must not give the player the maximum control
 Mediate between the internals and the player
 Create an experience for the player that feels to him
like game play and storytelling
Player Centric Interface Design
 Focus on what the player needs to play the game well
 Provide smooth and enjoyable experience
About Innovative UI
 Innovation is good in almost all aspects of Game Design
 Theme
 Game World
 Storytelling
 Art
 Sound
 Gameplay
 Do not innovate unnecessarily when designing a new
interface
 Button assignments on controllers and keyboards
About Innovative UI
 Over the years
 Most genres have evolved
 a practical set of feedback elements
 Control mechanisms suited to their gameplay
 Play the games in your chosen genre
 Pay special attention to games that are widely admired as the best –
 Their UI probably helped them secure that reputation
 Adopt whichever of them is appropriate for your game
 Want to offer a new user interface for a familiar problem
 Build a tutorial level
 Test them with novice and experienced players
 Take their feedback
 Check if it’s a substantial improvement or not
 If not, go back to what works
 Allow the player to customize the interface
Some General Principles
 Be consistent
 Give good feedback
 Remember that the player is the one in control
 Limit the number of steps required to take an action
 Permit easy reversal of actions
 Remember game balance
 Minimize physical stress
 Don’t strain the player’s short-term memory
 Group related screen-based controls and feedback
mechanisms on the screen
Some General Principles
 Provide shortcuts for experienced players
What the Player Needs to know
 What is happening in the game world
 What they should do next
 Need to know whether their actions are leading them to
success or failure
 Information the player must know to play the game –
according to player centric view of game design
 Where am I? main view, map, audio feedback
 What am I actually doing right now?
 What challenges am I facing?
 Did my action succeed or fail?
 Do I have what I need to play successfully
 Am I in danger of losing the game
What the Player Needs to know
 Am I making progress?
 What should I do next?
 How did I do?
What the Player Wants to Do
 Move
 Look around
 Interact physically with nonplayer characters
 Pick portable objects up and put them down
 Manipulate fixed objects
 Construct and demolish objects
 Conduct negotiations and financial transactions, and set numeric
values
 Give orders to units or characters
 Conduct conversations with nonplayer characters
 Customize a character or vehicle
 Talk to friends in networked multiplayer games
What the Player Wants to Do
 Pause the game
 Set game options
 Save the game
 End the game
The Design process
 Define the Gameplay Modes First
 Choosing a Screen Layout
 Telling the Player What he Needs to know
 Letting the Player Do What She wants to do
 Shell Menus
Design Process
 Define the Gameplay Modes First
 Once you have chosen
 Camera Model
 Interaction Model
 Gameplay for the primary gameplay mode
 You can begin to create the details of the user interface
 Choosing a Screen Layout
 General screen layout
 The visual elements that it will include
 Main view – largest
 Balance between main view and feedback elements and on-screen
control
 Not a big issue in computer or console games
Telling the Player what he needs to know
 Think what the player needs to know
 Apart from the current view of the game world
 What critical resources does he need to be aware of all times
 What’s the best way to make that information available to him
 Select the data from your core-mechanics that you want to show
 Choose the feedback elements most suited to display those data
 What warnings the player needs to be given
 Decide how
 New type of feedback element
Letting the Player Do What she wants to do
Shell Menus
Managing Complexity
 Simplify the Game
 Abstraction
 Automation
 Depth Versus Breadth
 Broad Interface
 Deep Interface
 Context Sensitive Interfaces
 Avoiding Obscurity
 Artistic Over Enthusiasm
 The pressure to reduce UI screen usage
 Developer familiarity with the material
Interaction Models
 Avatar Based
 Multi present
 Party-based interaction model
 Contestant model
 Desktop model
Camera Models
 3D Versus 2D Question
 For 2D Graphics
 1st and 3rd person perspectives will not be available
 Most games running on powerful game hardware are 3D
 Small games or games played in browsers are sometimes 2D
 First-Person Perspective
 Advantages
 Don’t display avatar – reduced development cost
 No AI to control the camera
 Players find it easier to aim the enemies
 The player may find interaction with the environment easy
 Disadvantages
 Doesn’t have the pleasure to watch himself – cannot customize looks
First Person Perspectives
 No body language or facial expressions
 Reduces the player’s sense of her as a distinct
character with a personality and a current mode
 Personality must be expressed in other ways
 No cinematic camera angles for dramatic effect
 Certain types of moves become difficult
 Motion sickness
Camera Models
 Third Person Perspective
 Challenges
 Camera Behavior when the Avatar turns
 Camera always behind
 Motion sickness
 No fun of watching his or her side and front
 Camera moves behind slowly
 Implement side view – slow camera move – image dizzying
 Super Mario 64
 Camera reorients only after the avatar stops moving
 Toy story
 Intruding Land Scape Objects
 Player adjustments to the camera
Camera Models
 Aerial Perspective
– Omnipresent interaction model
 Top down perspective
 Isometric Perspective
 Free roaming camera
 Aerial Perspectives
Visual Elements
 Main View
 Windowed Views
 Opaque Overlays
 Semitransparent Overlays
Feedback Elements
 Indicators
 Digits
 Needle gauge
 Power bar
 Small multiples
 Colored lights
 Icons
 Text indicators
 Mimi maps
 Color
 Character Portraits
 Screen buttons and menus
 Text
 Localization
 Typefaces and formatting
Audio Elements
 Sound Effects
 Vibration
 Ambient Sounds
 Music
 Dialog and Voiceover Narration
 Input Devices
Terminology
 Accelerometers
 GPS
Two Dimensional Input Devices
 Directional Pads
 Joysticks
 Mouse
 Touch Sensitive Devices
One Dimensional Input Devices

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User interfaces

  • 1. Fundamentals of Game Play User Interface Design Sayed Ahmed BSc. Eng. in CSc. MSc. in CSc. http://sayed.justetc.net http://www.justETC.net Presented at the University of Winnipeg Winnipeg, Manitoba, Canada
  • 2. Topics  General Principles of User Interface Design  A process for designing your interface  How to manage the complexity  Interaction Models  Camera Models  Examine most widely used visual and audio elements in game UI  Analyze the functionality of various types of input devices  A variety of navigation mechanism  Camera Models  Input Devices
  • 3. Topics  How to make your game customizable
  • 4. Is User Interface Important?  A bad interface can kill a game  Even with a great game play  The User Interface creates the player’s experience  Making the game Visible, Audible, and Playable  The user interface has an enormous effect on how the player perceive the Game  Satisfying  Disappointing  Elegant  Graceless  Fun  Frustrating
  • 5. What is the User Interface?  Lies in between the player and the internals of the game  Knows all about any supported input and output hardware  Translates the player’s input  Into actions in the game  Pass those actions to the core-mechanics  Presents internal data that the player needs  In visible and audible format  Output  Visual Elements and Audio Elements  Input  Control Elements
  • 6. What is the user Interface  Feedback to the player  Gives important information to the player  About his activities  The state of the game world  The state of his Avatar  Feedback Elements  The elements that provide this information  Visual or Audio
  • 7. Player Centric Interface Design  UI plays more complex rules in games than in any other software  Games exist to entertain  Other software take data, process data, control processes, and visualize results  Game UI must be easy to learn but  Must not tell everything that is happening inside the game  Must not give the player the maximum control  Mediate between the internals and the player  Create an experience for the player that feels to him like game play and storytelling
  • 8. Player Centric Interface Design  Focus on what the player needs to play the game well  Provide smooth and enjoyable experience
  • 9. About Innovative UI  Innovation is good in almost all aspects of Game Design  Theme  Game World  Storytelling  Art  Sound  Gameplay  Do not innovate unnecessarily when designing a new interface  Button assignments on controllers and keyboards
  • 10. About Innovative UI  Over the years  Most genres have evolved  a practical set of feedback elements  Control mechanisms suited to their gameplay  Play the games in your chosen genre  Pay special attention to games that are widely admired as the best –  Their UI probably helped them secure that reputation  Adopt whichever of them is appropriate for your game  Want to offer a new user interface for a familiar problem  Build a tutorial level  Test them with novice and experienced players  Take their feedback  Check if it’s a substantial improvement or not  If not, go back to what works  Allow the player to customize the interface
  • 11. Some General Principles  Be consistent  Give good feedback  Remember that the player is the one in control  Limit the number of steps required to take an action  Permit easy reversal of actions  Remember game balance  Minimize physical stress  Don’t strain the player’s short-term memory  Group related screen-based controls and feedback mechanisms on the screen
  • 12. Some General Principles  Provide shortcuts for experienced players
  • 13. What the Player Needs to know  What is happening in the game world  What they should do next  Need to know whether their actions are leading them to success or failure  Information the player must know to play the game – according to player centric view of game design  Where am I? main view, map, audio feedback  What am I actually doing right now?  What challenges am I facing?  Did my action succeed or fail?  Do I have what I need to play successfully  Am I in danger of losing the game
  • 14. What the Player Needs to know  Am I making progress?  What should I do next?  How did I do?
  • 15. What the Player Wants to Do  Move  Look around  Interact physically with nonplayer characters  Pick portable objects up and put them down  Manipulate fixed objects  Construct and demolish objects  Conduct negotiations and financial transactions, and set numeric values  Give orders to units or characters  Conduct conversations with nonplayer characters  Customize a character or vehicle  Talk to friends in networked multiplayer games
  • 16. What the Player Wants to Do  Pause the game  Set game options  Save the game  End the game
  • 17. The Design process  Define the Gameplay Modes First  Choosing a Screen Layout  Telling the Player What he Needs to know  Letting the Player Do What She wants to do  Shell Menus
  • 18. Design Process  Define the Gameplay Modes First  Once you have chosen  Camera Model  Interaction Model  Gameplay for the primary gameplay mode  You can begin to create the details of the user interface  Choosing a Screen Layout  General screen layout  The visual elements that it will include  Main view – largest  Balance between main view and feedback elements and on-screen control  Not a big issue in computer or console games
  • 19. Telling the Player what he needs to know  Think what the player needs to know  Apart from the current view of the game world  What critical resources does he need to be aware of all times  What’s the best way to make that information available to him  Select the data from your core-mechanics that you want to show  Choose the feedback elements most suited to display those data  What warnings the player needs to be given  Decide how  New type of feedback element
  • 20. Letting the Player Do What she wants to do
  • 22. Managing Complexity  Simplify the Game  Abstraction  Automation  Depth Versus Breadth  Broad Interface  Deep Interface  Context Sensitive Interfaces  Avoiding Obscurity  Artistic Over Enthusiasm  The pressure to reduce UI screen usage  Developer familiarity with the material
  • 23. Interaction Models  Avatar Based  Multi present  Party-based interaction model  Contestant model  Desktop model
  • 24. Camera Models  3D Versus 2D Question  For 2D Graphics  1st and 3rd person perspectives will not be available  Most games running on powerful game hardware are 3D  Small games or games played in browsers are sometimes 2D  First-Person Perspective  Advantages  Don’t display avatar – reduced development cost  No AI to control the camera  Players find it easier to aim the enemies  The player may find interaction with the environment easy  Disadvantages  Doesn’t have the pleasure to watch himself – cannot customize looks
  • 25. First Person Perspectives  No body language or facial expressions  Reduces the player’s sense of her as a distinct character with a personality and a current mode  Personality must be expressed in other ways  No cinematic camera angles for dramatic effect  Certain types of moves become difficult  Motion sickness
  • 26. Camera Models  Third Person Perspective  Challenges  Camera Behavior when the Avatar turns  Camera always behind  Motion sickness  No fun of watching his or her side and front  Camera moves behind slowly  Implement side view – slow camera move – image dizzying  Super Mario 64  Camera reorients only after the avatar stops moving  Toy story  Intruding Land Scape Objects  Player adjustments to the camera
  • 27. Camera Models  Aerial Perspective – Omnipresent interaction model  Top down perspective  Isometric Perspective  Free roaming camera  Aerial Perspectives
  • 28. Visual Elements  Main View  Windowed Views  Opaque Overlays  Semitransparent Overlays
  • 29. Feedback Elements  Indicators  Digits  Needle gauge  Power bar  Small multiples  Colored lights  Icons  Text indicators  Mimi maps  Color  Character Portraits  Screen buttons and menus  Text  Localization  Typefaces and formatting
  • 30. Audio Elements  Sound Effects  Vibration  Ambient Sounds  Music  Dialog and Voiceover Narration  Input Devices
  • 32. Two Dimensional Input Devices  Directional Pads  Joysticks  Mouse  Touch Sensitive Devices

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