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2010


                   Game Design 2
                     Lecture 6: Layering & Separation




http://www.comu346.com                           dfarrell@davidlearnsgames.com
Reading

• Tufte pages 53 - 66
• http://bit.ly/l4dlight (Left 4 Dead use of light)
• http://bit.ly/worldofgootour (video)
Flatland

• Flatland: A Romance of Many Dimensions
• 1884 Novel by Edwin A. Abbott
• Contemplates how world would look to
  lesser and greater dimensions
Triangle in 2D
Triangle in 1D
Sphere in 1D
3D represented in 2D
Data Visualisation

• Life is navigated in 3D
• Mathematics can portray xD
• All(most all) of our displays are 2D
• How do we map data to 2D?
• One technique is layering and separation
“Escaping this flatland is the essential task of
          envisioning information”




                              Tufte, Envisioning Information, Page 13
Information

• simple or complicated
• detailed or sparse
• analogue or digital
• NEVER confusing or cluttered
Design
• understandable or confusing
• clear or cluttered
• the point of design is to reveal detail and
  complexity
• the data is never at fault
• the user is never at fault
What are the layers here?
Colour defines the relationship
Negative Space
1+1=3
Harmonising Elements
• Careful layout diminishes 1 + 1 = 3 clutter
• Avoid ‘active negative space’
• Words have fewer descenders than
  ascenders
• Curved text is hard to read
Box Plots
Subtle Differences
• All differences mean something
Games Examples

• 2D & 3D games use layering & separation
  to communicate with player.
• HUD is layered on top of game world
• Games like Half Life 2 & Shadow of the
  Colossus foreshadow future events through
  use of background
Madden 10
Championship Manager
Left 4 Dead
World of Goo

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Notas do Editor