(Ebook) Game Interface Design by Brent (Brent Fox) Fox ISBN 9781417573233, 9781592005932, 1592005934, 1417573236 PDF Available
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Educational facilities, companies, and organizations interested in multiple copies or licensing of this book Project Editor/Copy Editor:
should contact the publisher for quantity discount information. Training manuals, CD-ROMs, and por- Estelle Manticas
tions of this book are also available individually or can be tailored for specific needs. Technical Reviewer:
ISBN: 1-59200-593-4 Les Pardew
Without her support and patience, I would not be the person I am today.
Acknowledgments
M
I also want to give a special thanks to
any people worked hard
my family for their patience while I
to make this book possi-
spent many hours away from them
ble. Steve Taylor helped
working on this book.
immensely with the content; he pro-
vided technical information and even
some early editing. I thank my editor,
Estelle Manticas, for the many hours
she spent helping me through the
writing process. Thanks to Les
Pardew, my technical editor and an
all around good guy. Also, thanks
go to Emi Smith and the entire team
at Premier Press, who not only pro-
vided the opportunity to write this
book, but also shared their expertise
with me.
About the Author
B
Brent has not only created art for the
rent Fox worked his way
games he has worked on, but he has
through college as an art
also served as project manager and art
director for a package design
director on many other games as well.
company. While in college, he took a
He has managed development teams
class in 3D animation and was
with up to 28 team members. He has
hooked. Brent received his degree
created artwork for games published
in Graphic Design from Brigham
by Blizzard, EA, Midway, 3DO, and
Young University, and shortly after
Konami, just to name a few. His pub-
graduation he began creating video
lished title list includes games such as
games. He has worked in the video
Brood War (a Starcraft expansion set),
game industry for more than eight
Army Men: Sarge’s Heroes, and many
years, and he has worked on games
more.
for a wide variety of platforms.
His title list includes games on the
PC, Game Boy Color, PlayStation,
Nintendo 64, Dreamcast, PlayStation
2, and GameCube.
Contents at a Glance
Introduction ..............................................................................................................xv
Chapter 1
Introduction to Video Games....................................................................................1
Chapter 2
Planning Menu Flow..................................................................................................7
Chapter 3
The Look and Feel of Your Interface......................................................................27
Chapter 4
Basic Design Principles .............................................................................................43
Chapter 5
Console or PC? .........................................................................................................61
Chapter 6
Button States............................................................................................................73
Chapter 7
Creating a Focal Point .............................................................................................81
Contents at a Glance vii
Chapter 8
Using Text in Your Interface....................................................................................87
Chapter 9
Technical Requirements and Tricks .........................................................................99
Chapter 10
Tools of the Trade ..................................................................................................113
Chapter 11
Using Animation ....................................................................................................125
Chapter 12
Icons, Icons, Icons ...................................................................................................139
Chapter 13
Designing the HUD ................................................................................................145
Chapter 14
Designing an Interface ..........................................................................................155
Chapter 15
Creating an Interactive Mock-Up..........................................................................179
Index .......................................................................................................................199
Contents
Chapter 15
Creating an Interactive Mock-Up . . . . . . . . . . .179
The Ideal Situation . . . . . . . . . . . . . . . . . . . . . . . . . . . .180
Realizing Your Vision . . . . . . . . . . . . . . . . . . . . . . . . . .180
Experimentation . . . . . . . . . . . . . . . . . . . . . . . . .180
Commercial Tools . . . . . . . . . . . . . . . . . . . . . . . . . . . . .181
Why Flash? . . . . . . . . . . . . . . . . . . . . . . . . . . . . .181
Introduction to Flash . . . . . . . . . . . . . . . . . . . . . . . . . .182
Using Frames . . . . . . . . . . . . . . . . . . . . . . . . . . . .182
Animation in Flash . . . . . . . . . . . . . . . . . . . . . . .186
Playback Speed . . . . . . . . . . . . . . . . . . . . . . . . . .188
Using Scripting . . . . . . . . . . . . . . . . . . . . . . . . . .188
Creating Buttons in Flash . . . . . . . . . . . . . . . . . .190
Putting Scripts on Buttons . . . . . . . . . . . . . . . . .192
Seeing Your Button Work . . . . . . . . . . . . . . . . . .193
Publishing Files . . . . . . . . . . . . . . . . . . . . . . . . . .194
Flash Summary . . . . . . . . . . . . . . . . . . . . . . . . . .195
The Sample Flash File . . . . . . . . . . . . . . . . . . . . . . . . . .195
Actions on Frames . . . . . . . . . . . . . . . . . . . . . . . .196
Actions on Buttons . . . . . . . . . . . . . . . . . . . . . . .196
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .198
Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .199
This page intentionally left blank
Introduction
A
and I couldn’t hope to cover it all. Who Should Read This
n interface, as you no doubt
This book will, however, cover all of
already know, is the part of
the basics you need to know in order
Book?
the game that allows the user If you are just getting started in the
to design your own game interface.
to interact with the game. Interaction game industry, this book will serve as
is what makes a video game different An interface has many pieces. This a great introduction to interface
from a movie. When playing a video book will cover the interface from the design. It will also provide a little
game, the user can make choices and first image that appears on the screen insight into the video game industry
respond to events. An interface is the to the information displayed on itself.
connection between the user and the screen during game-play. The player
game, and a well-designed interface of your game interacts with buttons, Game development is a unique and
makes the video game experience sliders, menus, and many other com- interesting field. It is fun, rewarding,
more fun. ponents of an interface, and this book and a lot of hard work. In this book
will show you how and when to use you will get a glimpse at the developer
Interface design is a creative, exciting, and publisher relationship, as well as
each of these input methods.
and challenging subject. The purpose at the schedules, budget constraints,
of this book is to introduce you to the I hope that this book inspires you to and politics that are found in the
game interface design principles and create better and more effective game video game development industry.
concepts used in the game industry. interfaces. You are capable of making
There is a huge amount of informa- a great, unique interface. Don’t limit
tion to learn about interface design, your vision by what has been done in
the past.
xvi Introduction
Even if you are an experienced inter- I will also walk you through the early I will also show you how to avoid
face designer, this book will provide planning stages for a game interface using too much text in your interface
hints and tricks that can help you in and present methods for crafting a and how to replace as much text as
your daily tasks. After reading this unique look and feel for your inter- possible with images and icons. This
book, you will be able to better evalu- face. Creating icons, animation, and is not always an easy task, but a good
ate the effectiveness of an interface, buttons will be covered. use of icons can separate an extraor-
and you will be aware of the areas in dinary interface from a mediocre one.
Basic design and art principles are
which you can improve. A screen full of text will turn users
essential for any interface designer to
away; learn about methods you can
The application of the principles I will understand. As you read through
use to communicate with the user
show you in this book will help these pages, you will learn about these
without text.
improve your design skills. It will also basic concepts and how they can
provide inspiration to go beyond the guide you through the design process. Make it move! Animations can be a
norm and create interfaces that capti- You can use these design principles to game interface designer’s greatest
vate and entertain the user. effectively evaluate your own design asset. I’m not just talking about a
and identify areas for improvement. spinning logo, but about serious ani-
You will begin to understand how mation. Understanding and applying
What’s in This Book? much skill and talent is needed to solid animation techniques can bring
Great interfaces never happen by acci- produce a great interface. It’s hard a static interface to life. Learn these
dent. They require a lot of planning. work, but it’s worth it. animation principles and how you
This book will outline the steps to can use them in an interface.
good planning. You will be encour- In this book, you will also explore
aged to define goals that will guide the world of interface buttons. This Chapter 14 will walk you through the
you through the design process and simple-sounding topic is actually step-by-step process of creating an
be shown how to plan and chart your very complex. I will explain the con- interface. You will see how an inter-
menus before you begin to create art. cept of button states and teach you face is created using Photoshop.
You will learn how to be innovative how to make a functioning button for This process will help you understand
and creative in the planning stages of a game interface. You’ll learn how to how complex serious interface design
the design process. create buttons that are easy to use and can be.
that look cool.
Introduction xvii
Introduction to
Video Games
W elcome to the world of The Importance of the visual quality of a game is very impor-
tant; it is hard to sell a game if it looks
interface design for video Interface bad, even if the game-play is fun.
games. Of course, the Too often, video game interfaces are
best instruction you can receive is an afterthought. Sufficient time is not Great art can do amazing things to
real-life experience. No matter how scheduled for interface design because boost game sales. Many game pub-
good a game artist is before he begins too many project managers assume lishers claim that their number-one
developing video games, he learns a anyone can whip up an interface. priority is game-play, but I’ve seen
lot during the development process. They feel that interface design does these same publishers look at a game
Gaining this experience will take time. not require any particular talent or and respond with “that looks great,”
In the meantime, I hope to share a lit- very much time, so they assign the even though they never picked up a
tle of my experience with you and give new guy to work on the interface. This controller or mouse. If a game doesn’t
you a head start. is a big mistake, and when it happens, look good, no one may ever play it
it’s apparent to anyone who plays the and find out if the game-play is good.
game. It isn’t hard for the user to Consumers are used to seeing great
immediately see poor quality. The art, and they demand high quality in
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