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UI Design
Design of Computer Games
Martin Sillaots
Aug 8 2019
# 12
Content
• Principles of UI Design
• Design process
• Simplify Game UI
• Interaction models *
• Camera models *
• Visual elements
• Audio elements
• Input devices
• Navigation mechanisms
Principles of UI Design
• Consistent style and functionality
• Immediate feedback
• Limit number of steps for action
• Undo
• Minimize physical stress
• Don’t overload the player’s short-term memory
• Group controls on the screen
• Shortcuts
UI Design Process
• Define gameplay modes
• Choose screen layout
• Select visual elements
• Define control mechanism
• Shell Menus
Define Gameplay Modes
• Primary first
• Secondary (customization, story telling, …) later
– Gameplay - What the player has to do?
– Camera mode
– Interaction mode
• How game is moving from mode to mode?
• Modes share elements
– Visual elements
– Controls
– Menus
– Input devices
Choose Screen Layout
• Main view - game world
• On screen controls
• Feedback elements
Select Visual Elements
• Tell the player what he needs to know
• What part of game world?
• Information about resources
• Feedback elements
Player Needs to Know
• Location
• Action
• Challenge
• Success or failure
• Resources
• Progress
• How big is the danger of failure?
• What next?
Define Control Mechanism
• Let player do what she wants to do
• Key actions (for challenges)
• Feedback to actions
• Input devices
Players Want to:
• Move
• Look around
• Interact with NPC
• Use objects
• Manipulate objects
• Construct and demolish objects
• Financial transactions
• Give orders
• Customize
• Talk with players
• Change Options
• Pause, Save, Quit
Shell Menus
• Start, configure, save,
load, close
• Before / After play
• One click away
• First thing the player see
• Last thing the designer
plan
Simplify Game UI
• Less accurate operations
• Less functions - e.g. no fuel consumption in
racing game
• Automation - e.g. gear shift
• Broad interface - e.g. plane cockpit
• Deep interface - hierarchical menus
• Context sensitive interface - e.g. content
sensitive pointer
Interaction Models *
• Avatar-based
• Multi-present
• Party-based
• Contestant
• Desktop
Camera Models *
Virtual camera
Camera Movement
• Dolly - forward - backward
• Truck - side scrolling game
• Pan - swivels
• Tilt - look up - down
• Crane
• Roll
Camera Models
• 3D
• 2D
• 1st person
• 3rd person
• Aerial Perspectives
2D
• Single screen - entire world on one screen
• Side scrolling - platform games
• Top scrolling - fixed speed, top-down perspective
• Painted backgrounds - e.g. Adventure games
1st Person
• Avatar interaction model
• No camera adjustment
• No need for avatar design (except mirror)
• Easy to aim
• Easy to navigate
• No customization
• No avatar animation
• No body language
• No facial expressions
• No cinematic camera angles
• Difficult to conduct combined moves
• Can create motion sickness
3rd Person
• Camera following avatar in the short distance
• Raised up perspective in mass fight scenes
• Camera behavior when avatar turns
– Always turning where avatar looks
– Camera turns after 2 seconds
– Camera turns when avatar stops
• Influenced by landscape objects
– Semi transparent object
– Crane camera up and tilt down
– Semi transparent head
Aerial Perspectives
• Top-down - 2D map
• Isometric - 2D, 30-degree from the horizon, 45-
degree from north-south
• Free roaming camera - 3D "isometric”
• Context-sensitive camera modes - camera
follows, depending on action
Visual Elements
Visual Elements
• Main view - game world
• Feedback elements – indicators and maps
• Character portraits
• Screen buttons and menus
• Text
Feedback Elements
• Digits - large value, small area
• Needle gauge - large area, easy to read
• Power bar
• Small image repeated multiple times
• On/off lights
• Icons
• Text indicators
• Mini map
• Radar screen
• Color
Audio Elements
• Sound effects
• Vibration
• Ambient sound
• Music
• Dialogue and voice over narration
Input Devices
• 3D input devices - motion sensors
– Accelerometers
– GPS
• 2D input devices
– Directional pads
– Joysticks
– Mouse
– Touch screens
• 1D input devices
– Buttons and keys
– Wheels
– Sliders
– Pressure sensitive buttons
– Compass
Navigation Mechanisms
• Screen oriented navigation
– Top-down and isometric perspectives
– 2D side scrolling games
• Avatar oriented navigation
– Touchpad for movement
– Mouse for camera
• Flying
• Point and click navigation
User Interface

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User Interface

  • 1. UI Design Design of Computer Games Martin Sillaots Aug 8 2019 # 12
  • 2. Content • Principles of UI Design • Design process • Simplify Game UI • Interaction models * • Camera models * • Visual elements • Audio elements • Input devices • Navigation mechanisms
  • 3. Principles of UI Design • Consistent style and functionality • Immediate feedback • Limit number of steps for action • Undo • Minimize physical stress • Don’t overload the player’s short-term memory • Group controls on the screen • Shortcuts
  • 4. UI Design Process • Define gameplay modes • Choose screen layout • Select visual elements • Define control mechanism • Shell Menus
  • 5. Define Gameplay Modes • Primary first • Secondary (customization, story telling, …) later – Gameplay - What the player has to do? – Camera mode – Interaction mode • How game is moving from mode to mode? • Modes share elements – Visual elements – Controls – Menus – Input devices
  • 6. Choose Screen Layout • Main view - game world • On screen controls • Feedback elements
  • 7. Select Visual Elements • Tell the player what he needs to know • What part of game world? • Information about resources • Feedback elements
  • 8. Player Needs to Know • Location • Action • Challenge • Success or failure • Resources • Progress • How big is the danger of failure? • What next?
  • 9. Define Control Mechanism • Let player do what she wants to do • Key actions (for challenges) • Feedback to actions • Input devices
  • 10. Players Want to: • Move • Look around • Interact with NPC • Use objects • Manipulate objects • Construct and demolish objects • Financial transactions • Give orders • Customize • Talk with players • Change Options • Pause, Save, Quit
  • 11. Shell Menus • Start, configure, save, load, close • Before / After play • One click away • First thing the player see • Last thing the designer plan
  • 12. Simplify Game UI • Less accurate operations • Less functions - e.g. no fuel consumption in racing game • Automation - e.g. gear shift • Broad interface - e.g. plane cockpit • Deep interface - hierarchical menus • Context sensitive interface - e.g. content sensitive pointer
  • 13. Interaction Models * • Avatar-based • Multi-present • Party-based • Contestant • Desktop
  • 15. Camera Movement • Dolly - forward - backward • Truck - side scrolling game • Pan - swivels • Tilt - look up - down • Crane • Roll
  • 16. Camera Models • 3D • 2D • 1st person • 3rd person • Aerial Perspectives
  • 17. 2D • Single screen - entire world on one screen • Side scrolling - platform games • Top scrolling - fixed speed, top-down perspective • Painted backgrounds - e.g. Adventure games
  • 18. 1st Person • Avatar interaction model • No camera adjustment • No need for avatar design (except mirror) • Easy to aim • Easy to navigate • No customization • No avatar animation • No body language • No facial expressions • No cinematic camera angles • Difficult to conduct combined moves • Can create motion sickness
  • 19. 3rd Person • Camera following avatar in the short distance • Raised up perspective in mass fight scenes • Camera behavior when avatar turns – Always turning where avatar looks – Camera turns after 2 seconds – Camera turns when avatar stops • Influenced by landscape objects – Semi transparent object – Crane camera up and tilt down – Semi transparent head
  • 20. Aerial Perspectives • Top-down - 2D map • Isometric - 2D, 30-degree from the horizon, 45- degree from north-south • Free roaming camera - 3D "isometric” • Context-sensitive camera modes - camera follows, depending on action
  • 22. Visual Elements • Main view - game world • Feedback elements – indicators and maps • Character portraits • Screen buttons and menus • Text
  • 23. Feedback Elements • Digits - large value, small area • Needle gauge - large area, easy to read • Power bar • Small image repeated multiple times • On/off lights • Icons • Text indicators • Mini map • Radar screen • Color
  • 24. Audio Elements • Sound effects • Vibration • Ambient sound • Music • Dialogue and voice over narration
  • 25. Input Devices • 3D input devices - motion sensors – Accelerometers – GPS • 2D input devices – Directional pads – Joysticks – Mouse – Touch screens • 1D input devices – Buttons and keys – Wheels – Sliders – Pressure sensitive buttons – Compass
  • 26. Navigation Mechanisms • Screen oriented navigation – Top-down and isometric perspectives – 2D side scrolling games • Avatar oriented navigation – Touchpad for movement – Mouse for camera • Flying • Point and click navigation

Notes de l'éditeur

  1. Translator between real world and game world - button press to action Making the game visible, playable outputs - visual elements inputs - control elements
  2. Different: - not everything presented (challenges) - Genre based UI standards (elements, sets) - UI should be familiar, no innovation in UI Immediate feedback - game responses to players actions immediately … somehow Limit number of steps for action - max 3 buttons - max 3 clicks in menus Undo - for correcting errors (genre specific) Minimise physical stress - place commands on most easily accessible controllers Don’t overload the player’s short-term memory - don't require to remember too many things at the same time. - Present important information constantly on screen Group controls on the screen - information can be grasp with a single look Shortcuts - for experienced players
  3. In the production phase Prototyping (e.g. PowerPoint, Flash, ...)
  4. - Problematic in smart phones - no standards for screens
  5. What happens in the game world? What to do next? Is the effort successful or not? Location - game world view - main view - map - audio ambient feedback Action - avatar activity presentation - sound effects Challenge - presented in the main view - text description Success or failure - animation in main view - UI indicators - sound effect when the indicator changes Resources - items and numbers Progress - score - summary feedback (don't mock) - additional bonus How big is the danger of failure? - worming indicators What next? - signs - glues, ...
  6. Look around - moving avatar or camera Interact with NPC - attacking - talking, ... Use objects - picking up - placing down Manipulate objects - switches - doors (fixed states) Construct and demolish objects - materials - place Financial transactions Give orders - 3 steps: subject (NPC), order (verb), object (target) Customise - Avatar - Vehicle - additional gameplay mode Talk with players - in multiplayer online games Change Options - difficulty level - customize controls
  7. Less accurate operations - less realistic but easier to play Broad interface - large number of options simultaneously - complicated to learn - fast to use when learned Deep interface - few options but several selections in a row - mac 3 levels - most frequent actions in the upper level - easy to learn - fast use is not possible - short cut keys Avoid obscurity (ähmasus) Be clare what the buttons and menus do? - Artistic over enthusiasm - design UI as attractive as possible = meaningless details - The pressure to reduce UI screen usage - small ikons can't deliver the needed information - Developer familiarity with the material - test UI with someone who is not familiar with it
  8. Avatar-based – buttons for navigation Multipresent - areal perspective camera mode, give orders to units Party-based - point and click navigation + areal perspective Contestant - no navigation, buttons related with decisions (answers) Desktop - business simulators, shells – fields
  9. 3D preferred but don't do it If you have no resources and skills
  10. Used in web, mobile and retro games.
  11. - Active camera mode - always turning where avatar looks (only seeing avatars back) - Passive camera mode - camera turns after 2 seconds (e.g. Super Mario 64) - Camera turns when avatar stops (e.g. Toy Story 2: Buzz Lightyear to the Rescue) - for
  12. - Top-down – e.g. iPhone Flight Control - Isometric - e.g. Sim City. Player can truck or dolly only - fixed camera angle - Free roaming camera – Player can crane, tilt, pan - flexible camera angle - Context- sensitive camera modes - 3D avatar or party. (e.g. Ico) - rich visual experience. Suitable for exploring (not for action)
  13. - Windowed views - main world in the window, other items around it - when lot of controls are needed - less immersion - Opaque overlays (Non-transparent layers) - main world occupy full screen, items on top of it Semitransparent overlays Character portraits - avatar or party member or dialogue partner - feedback element (e.g. Doom) Screen buttons and menus - PC mostly - Mostly used in desktop mode Text - Localisation - translating. Save text in text files. Don't embed text with images. - Typefaces and formatting
  14. largest element
  15. Stored in separated files Provide feedback (in game) positional audio – volume depends on distance adaptive music (synchronized layers and volume levels - e.g. Avol)
  16. - accelerometers - based on gravity?, e.g. Wii remote, iPhone tilt sensor - GPS - augmented reality games, work only outdoors and large scale accuracy - Directional pads - D-pads (arrows on keyboard) - Joysticks - turns back to centre - Mouse - relative data - Touch screens - multi touch
  17. - Airplanes - different controller for speed, mess with arrows - Helicopters Point and click navigation - e.g. real time strategy, roll games, adventure games - sometimes adding control points