30
Game Design 2 Lecture 2: Planning Menu Flow 2013

GCU Game Design 2 (2013): Lecture 2 - Menu Flow

Embed Size (px)

DESCRIPTION

This lecture shows what can happen if you DON'T plan your menu flows and discusses some techniques to help do so.

Citation preview

Page 1: GCU Game Design 2 (2013): Lecture 2 - Menu Flow

Game Design 2Lecture 2: Planning Menu Flow

2013

Page 2: GCU Game Design 2 (2013): Lecture 2 - Menu Flow

Book: Game Interface Design (Fox)

Page 3: GCU Game Design 2 (2013): Lecture 2 - Menu Flow

Why plan?

•Getting it right first time saves time

•Clarify your needs

•Distribute work

•Schedule

•Get approval

Page 4: GCU Game Design 2 (2013): Lecture 2 - Menu Flow

Helping Games Design

•CounterStrike ‘buy’ menu.

•could have been difficult to put in later

•Civilization 4 Trade screen

•interface forces single civic change

•this hurts the design

Page 5: GCU Game Design 2 (2013): Lecture 2 - Menu Flow
Page 6: GCU Game Design 2 (2013): Lecture 2 - Menu Flow
Page 7: GCU Game Design 2 (2013): Lecture 2 - Menu Flow

User Centric Design

•You are (almost never) your target user

•Find out what they think of other interfaces

•Design around their preferences

•Test your design and iterate!

Page 8: GCU Game Design 2 (2013): Lecture 2 - Menu Flow
Page 9: GCU Game Design 2 (2013): Lecture 2 - Menu Flow

Prioritise Design Goals

•Always conflicting factors in a design

•fact filled educational game

•slick interface

•Prioritise simplicity or customisation?

Page 10: GCU Game Design 2 (2013): Lecture 2 - Menu Flow
Page 11: GCU Game Design 2 (2013): Lecture 2 - Menu Flow

“Clear communication of the flow of the interface

is the number one goal of a flow chart.”1

1. Brent Fox, Game Interface Design, Page 13

Planning a Front End

Page 12: GCU Game Design 2 (2013): Lecture 2 - Menu Flow

•Identify how you get from A to B

•If you use good software, you can mock up different flows using same screens.

•Avoid having screens that you can’t get to

Flowcharts

Page 13: GCU Game Design 2 (2013): Lecture 2 - Menu Flow
Page 14: GCU Game Design 2 (2013): Lecture 2 - Menu Flow
Page 15: GCU Game Design 2 (2013): Lecture 2 - Menu Flow
Page 16: GCU Game Design 2 (2013): Lecture 2 - Menu Flow

Flowchart Software

•Any tool that works

•Illustrator?

•Flash?

•Web tools like lovelycharts.com

•Omnigraffle

Page 17: GCU Game Design 2 (2013): Lecture 2 - Menu Flow

Flowchart Techniques

•37 Signals is a company that specialises in well designed groupware.

•They have a simple approach to flowcharting

•(article here: http://bit.ly/37flowcharts )

•Good for Use Case modelling

Page 18: GCU Game Design 2 (2013): Lecture 2 - Menu Flow

use case•For example - imagine you are going to

have a menu in your game to buy and sell goods in a shop.

•There are many ways of doing this

•so you decide what your usage-cases are:

•buy item

•sell item

•compare items

Page 19: GCU Game Design 2 (2013): Lecture 2 - Menu Flow

•and then for each of these usage cases, follow the 37 signals approach to do a quick sketch of a possible screen flow

Page 20: GCU Game Design 2 (2013): Lecture 2 - Menu Flow
Page 21: GCU Game Design 2 (2013): Lecture 2 - Menu Flow
Page 22: GCU Game Design 2 (2013): Lecture 2 - Menu Flow
Page 23: GCU Game Design 2 (2013): Lecture 2 - Menu Flow

Multiple possible user actions

Multiple outcome actions

Page 24: GCU Game Design 2 (2013): Lecture 2 - Menu Flow

End result•Lots of separate use-case sheets

•you then take all these sheets and condense them into ‘actual menu’ decisions

•you will have some conflicts if two use cases would like a certain screen to behave correctly ‘for them’

•better than ‘just deciding’ because you think about the user at all times and won’t miss screens (e-Bug)

Page 25: GCU Game Design 2 (2013): Lecture 2 - Menu Flow

37 Signals Sketching

•Pro’s

•Good for quick idea sketching

•Good for use case modelling

•Easy to see important elements without getting lost in detail

•Should be done before you start ‘filling in the gaps’ in your menu design

Page 26: GCU Game Design 2 (2013): Lecture 2 - Menu Flow

Brent Fox’s Approach

•Draw a box, place title at top

•Write screen options in box

•‘Guess’ at options in each screen

Page 27: GCU Game Design 2 (2013): Lecture 2 - Menu Flow

•Link screens with arrows

•Italics for important but non interactive items (descriptions etc)

•Padlock symbols for ‘locked’ items

•Simple use of colour

Brent Fox’s Approach

Page 28: GCU Game Design 2 (2013): Lecture 2 - Menu Flow
Page 29: GCU Game Design 2 (2013): Lecture 2 - Menu Flow
Page 30: GCU Game Design 2 (2013): Lecture 2 - Menu Flow

Pop Up Menus•Not usually standalone

•Usually appear on top of screen

•Cover only part of screen (dim)

•Modal

•Usually little info

•Don’t usually go anywhere (dead end)