The Official Guide to Game Development. Chapter 2 Interface: eye of the beholder.

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Presentation transcript:

The Official Guide to Game Development

Chapter 2 Interface: eye of the beholder

Key Chapter Questions ■ What elements comprise a game’s interface? ■ How important are “look and feel” vs. function in user interface design? ■ At what point during development should the user interface be “locked”? ■ How can GameSalad Creator help to enhance a game’s interface? ■ How do user interfaces differ based on genre?

Points of Contact Hardware Atari joystickPower Glove Source Atari, Inc. Photo by Robert Entrekin. Source Nintendo. Photo by Robert Entrekin.

Points of Contact Hardware PlayStation controllers: DualShock [left], DualShock 2 [middle], and SIXAXIS/DualShock 3 [right]. Source Sony Computer Entertainment America. Photo by Robert Entrekin. Source Sony Computer Entertainment America. Photo by Robert Entrekin. Source Sony Computer Entertainment America. Photo by Robert Entrekin.

Points of Contact Hardware Street Fighter IV Source Games Press.

Points of Contact Software The Bard’s TaleBorderlands 2 Source Interplay Entertainment. Image courtesy of Kimberly Unger.Source Games Press.

Common Ground Dead Space 2 Source Games Press.

Progress Candy Crush Saga Source Apple Inc.

Navigation Running Wild Image courtesy of Utopian Games.

Instructions Zombie Drop Source Apple Inc.

Layers of Context Layers tab Image courtesy of GameSalad®.

Control Schemes Keyboard CheeseMan Source Games Press.

Control Schemes Mouse Tiny Balls Source Apple Inc.

Control Schemes Controller Virtual “joystick” Image courtesy of Deep Blue Apps.

Control Schemes Touchscreen Bamboo Forest Source Apple Inc.

Control Schemes Audio Feedback Danger Cats! Source Fire Maple Games. Image courtesy of Kimberly Unger.

Menu Tree A menu tree tracks important elements. Image courtesy of Kimberly Unger.

Summary ■Points of Contact ■Common Ground ■Progress ■Navigation ■Instructions ■Layers of Context ■Control Schemes ■Menu Tree ■True Immersion