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Chris Quinn’s Final Presentation for Studio 2. Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia. MONDAY, MARCH 12, 2007. Table of Contents Introduction Flash Experiments Industry Interviews Accessibility Guidelines
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Chris Quinn’s Final Presentation for Studio 2 Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia • MONDAY, MARCH 12, 2007 • Table of Contents • Introduction • Flash Experiments • Industry Interviews • Accessibility Guidelines • Thesis Abstract • Colorblind Survey • Prototype Walkthrough • Feasibility Plan • Introduction • About Me • Christopher Ryan Quinn • Williamsburg, Virginia • 25 Years Old • Professions Web Site Architect Interactive Designer Accessibility Consultant Aspiring Professor Email Chris Quinn cquinn22@student.scad.edu Download this PowerPoint presentation http://chris-quinn.blogspot.com
Chris Quinn’s Final Presentation for Studio 2 Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia • MONDAY, MARCH 12, 2007 • Table of Contents • Introduction • Flash Experiments • Industry Interviews • Accessibility Guidelines • Thesis Abstract • Colorblind Survey • Prototype Walkthrough • Feasibility Plan • Flash Experiments • Digital Wireframe – Memory Email Chris Quinn cquinn22@student.scad.edu Download this PowerPoint presentation http://chris-quinn.blogspot.com
Chris Quinn’s Final Presentation for Studio 2 Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia • MONDAY, MARCH 12, 2007 • Table of Contents • Introduction • Flash Experiments • Industry Interviews • Accessibility Guidelines • Thesis Abstract • Colorblind Survey • Prototype Walkthrough • Feasibility Plan • Flash Experiments • Drag and Drop Shapes, Sounds Email Chris Quinn cquinn22@student.scad.edu Download this PowerPoint presentation http://chris-quinn.blogspot.com
Chris Quinn’s Final Presentation for Studio 2 Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia • MONDAY, MARCH 12, 2007 • Table of Contents • Introduction • Flash Experiments • Industry Interviews • Accessibility Guidelines • Thesis Abstract • Colorblind Survey • Prototype Walkthrough • Feasibility Plan • Flash Experiments • Self-Voicing, Keyboard Access Email Chris Quinn cquinn22@student.scad.edu Download this PowerPoint presentation http://chris-quinn.blogspot.com
Chris Quinn’s Final Presentation for Studio 2 Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia • MONDAY, MARCH 12, 2007 • Table of Contents • Introduction • Flash Experiments • Industry Interviews • Accessibility Guidelines • Thesis Abstract • Colorblind Survey • Prototype Walkthrough • Feasibility Plan • Industry Interviews • Rob Pardo Lead Designer Blizzard Entertainment Email Chris Quinn cquinn22@student.scad.edu Download this PowerPoint presentation http://chris-quinn.blogspot.com
Chris Quinn’s Final Presentation for Studio 2 Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia • MONDAY, MARCH 12, 2007 • Table of Contents • Introduction • Flash Experiments • Industry Interviews • Accessibility Guidelines • Thesis Abstract • Colorblind Survey • Prototype Walkthrough • Feasibility Plan • Industry Interviews • Dimitris Grammenos Interaction Engineer Centre for Universal Access and Assistive Technologies and the Human-Computer Interaction Laboratory of the Foundation for Research and Technology - Hellas (FORTH), in Crete, Greece. • UA-Games UA-Chess Access Invaders Email Chris Quinn cquinn22@student.scad.edu Download this PowerPoint presentation http://chris-quinn.blogspot.com
Chris Quinn’s Final Presentation for Studio 2 Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia • MONDAY, MARCH 12, 2007 • Table of Contents • Introduction • Flash Experiments • Industry Interviews • Accessibility Guidelines • Thesis Abstract • Colorblind Survey • Prototype Walkthrough • Feasibility Plan • Industry Interviews • Michelle Hinn Chair Game Accessibility Special Interest Group (SIG) of the International Game Developers Association (IGDA) Email Chris Quinn cquinn22@student.scad.edu Download this PowerPoint presentation http://chris-quinn.blogspot.com
Chris Quinn’s Final Presentation for Studio 2 Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia • MONDAY, MARCH 12, 2007 • Table of Contents • Introduction • Flash Experiments • Industry Interviews • Accessibility Guidelines • Thesis Abstract • Colorblind Survey • Prototype Walkthrough • Feasibility Plan • Accessibility Guidelines • Web Content Accessibility Guidelines (WCAG) World Wide Web Consortium (W3C) • Accessibility in Games: Motivations and Approaches IGDA’s Game Accessibility SIG • Guidelines for the development of entertaining software for people with multiple learning disabilities MediaLT Email Chris Quinn cquinn22@student.scad.edu Download this PowerPoint presentation http://chris-quinn.blogspot.com
Chris Quinn’s Final Presentation for Studio 2 Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia • MONDAY, MARCH 12, 2007 • Table of Contents • Introduction • Flash Experiments • Industry Interviews • Accessibility Guidelines • Thesis Abstract • Colorblind Survey • Prototype Walkthrough • Feasibility Plan Thesis Abstract This thesis drafts humanized Video Game Accessibility Guidelines (VGAG) based on existing game and Web accessibility guidelines. Issues proposed by each new guideline are identified in a range of existing video games, then interactive demonstrations illustrate possible solutions to each problem. The guidelines and demos are packaged together as disability- specific toolkits that developers can use to make their games more accessible. Email Chris Quinn cquinn22@student.scad.edu Download this PowerPoint presentation http://chris-quinn.blogspot.com
Chris Quinn’s Final Presentation for Studio 2 Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia • MONDAY, MARCH 12, 2007 • Table of Contents • Introduction • Flash Experiments • Industry Interviews • Accessibility Guidelines • Thesis Abstract • Colorblind Survey • Prototype Walkthrough • Feasibility Plan Colorblind Survey Email Chris Quinn cquinn22@student.scad.edu Download this PowerPoint presentation http://chris-quinn.blogspot.com
Chris Quinn’s Final Presentation for Studio 2 Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia • MONDAY, MARCH 12, 2007 • Table of Contents • Introduction • Flash Experiments • Industry Interviews • Accessibility Guidelines • Thesis Abstract • Colorblind Survey • Prototype Walkthrough • Feasibility Plan • Prototype Walkthrough This thesis drafts humanized Video • Game Accessibility Guidelines (VGAG) • based on existing game and Web • accessibility guidelines. • Cross-reference the following guidelines: • World Wide Web Consortium's (W3C) Web Content Accessibility Guidelines (WCAG) • IGDA’s Game Accessibility White Paper, “Accessibility in Games: Motivations and Approaches” • MediaLT’s “Guidelines for the development of entertaining software for people with multiple learning disabilities” Email Chris Quinn cquinn22@student.scad.edu Download this PowerPoint presentation http://chris-quinn.blogspot.com
Chris Quinn’s Final Presentation for Studio 2 Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia • MONDAY, MARCH 12, 2007 • Table of Contents • Introduction • Flash Experiments • Industry Interviews • Accessibility Guidelines • Thesis Abstract • Colorblind Survey • Prototype Walkthrough • Feasibility Plan • Prototype Walkthrough 1) Cross-reference Guidelines • World Wide Web Consortium's (W3C) Web Content Accessibility Guidelines (WCAG) • Guideline 2. Don't rely on color alone. • Ensure that text and graphics are understandable when viewed without color. • If color alone is used to convey information, people who cannot differentiate between certain colors and users with devices that have non-color or non-visual displays will not receive the information. When foreground and background colors are too close to the same hue, they may not provide sufficient contrast when viewed using monochrome displays or by people with different types of color deficits. • Checkpoints: • 2.1 Ensure that all information conveyed with color is also available without color, for example from context or markup. [Priority 1] • 2.2 Ensure that foreground and background color combinations provide sufficient contrast when viewed by someone having color deficits or when viewed on a black and white screen. [Priority 2 for images, Priority 3 for text]. Email Chris Quinn cquinn22@student.scad.edu Download this PowerPoint presentation http://chris-quinn.blogspot.com
Chris Quinn’s Final Presentation for Studio 2 Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia • MONDAY, MARCH 12, 2007 • Table of Contents • Introduction • Flash Experiments • Industry Interviews • Accessibility Guidelines • Thesis Abstract • Colorblind Survey • Prototype Walkthrough • Feasibility Plan • Prototype Walkthrough 1) Cross-reference Guidelines • IGDA’s Game Accessibility White Paper, “Accessibility in Games: Motivations and Approaches” • Color Schemes for Color Blind Providing an alternate set of color schemes could allow those who are color blind to select the art that appears the best for their particular vision. Make the colors used in a game distinctive when viewed in grayscale. Email Chris Quinn cquinn22@student.scad.edu Download this PowerPoint presentation http://chris-quinn.blogspot.com
Chris Quinn’s Final Presentation for Studio 2 Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia • MONDAY, MARCH 12, 2007 • Table of Contents • Introduction • Flash Experiments • Industry Interviews • Accessibility Guidelines • Thesis Abstract • Colorblind Survey • Prototype Walkthrough • Feasibility Plan • Prototype Walkthrough 1) Cross-reference Guidelines • MediaLT’s “Guidelines for the development of entertaining software for people with multiple learning disabilities” • 3.2 Adjustable colour and contrast (buttons, menus, background, text etc.) • For people with visual perception problems, it is important to provide distinct contrast. This groups of users may also have very different requirements for colour combination and contrast. • It is an advantage if software uses the standard settings in the operative system and/or contains possibilities for adjusting colour/contrast for various elements e.g. • buttons and other controls • background • menus • frames • Choices should be saved (see 5.3 Settings should be saved). Email Chris Quinn cquinn22@student.scad.edu Download this PowerPoint presentation http://chris-quinn.blogspot.com
Chris Quinn’s Final Presentation for Studio 2 Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia • MONDAY, MARCH 12, 2007 • Table of Contents • Introduction • Flash Experiments • Industry Interviews • Accessibility Guidelines • Thesis Abstract • Colorblind Survey • Prototype Walkthrough • Feasibility Plan • Prototype Walkthrough 2) Humanize the Guidelines • Video Game Accessibility Guidelines • Color Blindness • Statistics • One in every 12 people have some degree of color blindness. • Problem • Some color blind players may not be able to tell the difference between certain colors. • Solutions • Convey information using more than just color, such as shape or position. • Provide alternative color schemes to match the preferences of color blind players. • Example • Drivers who can't tell red from green can still recognize the order of colors on traffic lights. • Case Studies • Mario Kart DS and Nintendo DS by Nintendo • Guitar Hero by Harmonix Music Systems • Warcraft 3: The Frozen Throne by Blizzard Entertainment • Table Tennis by Rockstar Games Email Chris Quinn cquinn22@student.scad.edu Download this PowerPoint presentation http://chris-quinn.blogspot.com
Chris Quinn’s Final Presentation for Studio 2 Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia • MONDAY, MARCH 12, 2007 • Table of Contents • Introduction • Flash Experiments • Industry Interviews • Accessibility Guidelines • Thesis Abstract • Colorblind Survey • Prototype Walkthrough • Feasibility Plan • Prototype Walkthrough 3) Video Game Case Studies • Mario Kart DS • Nintendo • Accessibility Strength • Mario vs. Luigi (non-color cues) • Accessibility Weakness • Turtle Shells (green + red) • Battery Power Indicator (green + red) Email Chris Quinn cquinn22@student.scad.edu Download this PowerPoint presentation http://chris-quinn.blogspot.com
Chris Quinn’s Final Presentation for Studio 2 Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia • MONDAY, MARCH 12, 2007 • Table of Contents • Introduction • Flash Experiments • Industry Interviews • Accessibility Guidelines • Thesis Abstract • Colorblind Survey • Prototype Walkthrough • Feasibility Plan • Prototype Walkthrough • Issues proposed by each new guideline are identified in a range of existing video • games, then interactive demonstrations • illustrate possible solutions to each • problem. • Video Game Case Studies: • Mario Kart DS and Nintendo DS by Nintendo • Guitar Hero by Harmonix Music Systems • Warcraft 3: The Frozen Throne by Blizzard Entertainment • Table Tennis by Rockstar Games Email Chris Quinn cquinn22@student.scad.edu Download this PowerPoint presentation http://chris-quinn.blogspot.com
Chris Quinn’s Final Presentation for Studio 2 Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia • MONDAY, MARCH 12, 2007 • Table of Contents • Introduction • Flash Experiments • Industry Interviews • Accessibility Guidelines • Thesis Abstract • Colorblind Survey • Prototype Walkthrough • Feasibility Plan • Prototype Walkthrough 3) Video Game Case Studies • Mario Kart DS • Nintendo Email Chris Quinn cquinn22@student.scad.edu Download this PowerPoint presentation http://chris-quinn.blogspot.com
Chris Quinn’s Final Presentation for Studio 2 Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia • MONDAY, MARCH 12, 2007 • Table of Contents • Introduction • Flash Experiments • Industry Interviews • Accessibility Guidelines • Thesis Abstract • Colorblind Survey • Prototype Walkthrough • Feasibility Plan • Prototype Walkthrough 3) Video Game Case Studies • Mario Kart DS • Nintendo Email Chris Quinn cquinn22@student.scad.edu Download this PowerPoint presentation http://chris-quinn.blogspot.com
Chris Quinn’s Final Presentation for Studio 2 Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia • MONDAY, MARCH 12, 2007 • Table of Contents • Introduction • Flash Experiments • Industry Interviews • Accessibility Guidelines • Thesis Abstract • Colorblind Survey • Prototype Walkthrough • Feasibility Plan • Prototype Walkthrough 3) Video Game Case Studies • Mario Kart DS • Nintendo Email Chris Quinn cquinn22@student.scad.edu Download this PowerPoint presentation http://chris-quinn.blogspot.com
Chris Quinn’s Final Presentation for Studio 2 Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia • MONDAY, MARCH 12, 2007 • Table of Contents • Introduction • Flash Experiments • Industry Interviews • Accessibility Guidelines • Thesis Abstract • Colorblind Survey • Prototype Walkthrough • Feasibility Plan • Prototype Walkthrough 3) Video Game Case Studies • Mario Kart DS • Nintendo Email Chris Quinn cquinn22@student.scad.edu Download this PowerPoint presentation http://chris-quinn.blogspot.com
Chris Quinn’s Final Presentation for Studio 2 Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia • MONDAY, MARCH 12, 2007 • Table of Contents • Introduction • Flash Experiments • Industry Interviews • Accessibility Guidelines • Thesis Abstract • Colorblind Survey • Prototype Walkthrough • Feasibility Plan • Prototype Walkthrough 3) Video Game Case Studies • Mario Kart DS • Nintendo Email Chris Quinn cquinn22@student.scad.edu Download this PowerPoint presentation http://chris-quinn.blogspot.com
Chris Quinn’s Final Presentation for Studio 2 Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia • MONDAY, MARCH 12, 2007 • Table of Contents • Introduction • Flash Experiments • Industry Interviews • Accessibility Guidelines • Thesis Abstract • Colorblind Survey • Prototype Walkthrough • Feasibility Plan • Prototype Walkthrough 3) Video Game Case Studies • Mario Kart DS • Nintendo Email Chris Quinn cquinn22@student.scad.edu Download this PowerPoint presentation http://chris-quinn.blogspot.com
Chris Quinn’s Final Presentation for Studio 2 Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia • MONDAY, MARCH 12, 2007 • Table of Contents • Introduction • Flash Experiments • Industry Interviews • Accessibility Guidelines • Thesis Abstract • Colorblind Survey • Prototype Walkthrough • Feasibility Plan • Prototype Walkthrough 3) Video Game Case Studies • Mario Kart DS • Nintendo Email Chris Quinn cquinn22@student.scad.edu Download this PowerPoint presentation http://chris-quinn.blogspot.com
Chris Quinn’s Final Presentation for Studio 2 Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia • MONDAY, MARCH 12, 2007 • Table of Contents • Introduction • Flash Experiments • Industry Interviews • Accessibility Guidelines • Thesis Abstract • Colorblind Survey • Prototype Walkthrough • Feasibility Plan • Prototype Walkthrough 3) Video Game Case Studies • Mario Kart DS • Nintendo Email Chris Quinn cquinn22@student.scad.edu Download this PowerPoint presentation http://chris-quinn.blogspot.com
Chris Quinn’s Final Presentation for Studio 2 Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia • MONDAY, MARCH 12, 2007 • Table of Contents • Introduction • Flash Experiments • Industry Interviews • Accessibility Guidelines • Thesis Abstract • Colorblind Survey • Prototype Walkthrough • Feasibility Plan • Prototype Walkthrough 3) Video Game Case Studies • Mario Kart DS • Nintendo Email Chris Quinn cquinn22@student.scad.edu Download this PowerPoint presentation http://chris-quinn.blogspot.com
Chris Quinn’s Final Presentation for Studio 2 Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia • MONDAY, MARCH 12, 2007 • Table of Contents • Introduction • Flash Experiments • Industry Interviews • Accessibility Guidelines • Thesis Abstract • Colorblind Survey • Prototype Walkthrough • Feasibility Plan • Prototype Walkthrough 3) Video Game Case Studies • Mario Kart DS • Nintendo Email Chris Quinn cquinn22@student.scad.edu Download this PowerPoint presentation http://chris-quinn.blogspot.com
Chris Quinn’s Final Presentation for Studio 2 Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia • MONDAY, MARCH 12, 2007 • Table of Contents • Introduction • Flash Experiments • Industry Interviews • Accessibility Guidelines • Thesis Abstract • Colorblind Survey • Prototype Walkthrough • Feasibility Plan • Prototype Walkthrough 3) Video Game Case Studies • Nintendo DS • Nintendo Email Chris Quinn cquinn22@student.scad.edu Download this PowerPoint presentation http://chris-quinn.blogspot.com
Chris Quinn’s Final Presentation for Studio 2 Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia • MONDAY, MARCH 12, 2007 • Table of Contents • Introduction • Flash Experiments • Industry Interviews • Accessibility Guidelines • Thesis Abstract • Colorblind Survey • Prototype Walkthrough • Feasibility Plan • Prototype Walkthrough 3) Video Game Case Studies • Nintendo DS • Nintendo Email Chris Quinn cquinn22@student.scad.edu Download this PowerPoint presentation http://chris-quinn.blogspot.com
Chris Quinn’s Final Presentation for Studio 2 Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia • MONDAY, MARCH 12, 2007 • Table of Contents • Introduction • Flash Experiments • Industry Interviews • Accessibility Guidelines • Thesis Abstract • Colorblind Survey • Prototype Walkthrough • Feasibility Plan • Prototype Walkthrough 3) Video Game Case Studies • Nintendo DS • Nintendo Email Chris Quinn cquinn22@student.scad.edu Download this PowerPoint presentation http://chris-quinn.blogspot.com
Chris Quinn’s Final Presentation for Studio 2 Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia • MONDAY, MARCH 12, 2007 • Table of Contents • Introduction • Flash Experiments • Industry Interviews • Accessibility Guidelines • Thesis Abstract • Colorblind Survey • Prototype Walkthrough • Feasibility Plan • Prototype Walkthrough 3) Video Game Case Studies • Guitar Hero • Harmonix Music Systems • Accessibility Strength • Button Positions (controller + screen) • Accessibility Weakness • Button Colors (controller + screen) Email Chris Quinn cquinn22@student.scad.edu Download this PowerPoint presentation http://chris-quinn.blogspot.com
Chris Quinn’s Final Presentation for Studio 2 Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia • MONDAY, MARCH 12, 2007 • Table of Contents • Introduction • Flash Experiments • Industry Interviews • Accessibility Guidelines • Thesis Abstract • Colorblind Survey • Prototype Walkthrough • Feasibility Plan • Prototype Walkthrough 3) Video Game Case Studies • Guitar Hero • Harmonix Music Systems Email Chris Quinn cquinn22@student.scad.edu Download this PowerPoint presentation http://chris-quinn.blogspot.com
Chris Quinn’s Final Presentation for Studio 2 Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia • MONDAY, MARCH 12, 2007 • Table of Contents • Introduction • Flash Experiments • Industry Interviews • Accessibility Guidelines • Thesis Abstract • Colorblind Survey • Prototype Walkthrough • Feasibility Plan • Prototype Walkthrough 3) Video Game Case Studies • Guitar Hero • Harmonix Music Systems Email Chris Quinn cquinn22@student.scad.edu Download this PowerPoint presentation http://chris-quinn.blogspot.com
Chris Quinn’s Final Presentation for Studio 2 Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia • MONDAY, MARCH 12, 2007 • Table of Contents • Introduction • Flash Experiments • Industry Interviews • Accessibility Guidelines • Thesis Abstract • Colorblind Survey • Prototype Walkthrough • Feasibility Plan • Prototype Walkthrough 3) Video Game Case Studies • Guitar Hero • Harmonix Music Systems Email Chris Quinn cquinn22@student.scad.edu Download this PowerPoint presentation http://chris-quinn.blogspot.com
Chris Quinn’s Final Presentation for Studio 2 Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia • MONDAY, MARCH 12, 2007 • Table of Contents • Introduction • Flash Experiments • Industry Interviews • Accessibility Guidelines • Thesis Abstract • Colorblind Survey • Prototype Walkthrough • Feasibility Plan • Prototype Walkthrough 3) Video Game Case Studies • Guitar Hero • Harmonix Music Systems Email Chris Quinn cquinn22@student.scad.edu Download this PowerPoint presentation http://chris-quinn.blogspot.com
Chris Quinn’s Final Presentation for Studio 2 Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia • MONDAY, MARCH 12, 2007 • Table of Contents • Introduction • Flash Experiments • Industry Interviews • Accessibility Guidelines • Thesis Abstract • Colorblind Survey • Prototype Walkthrough • Feasibility Plan • Prototype Walkthrough 3) Video Game Case Studies • Guitar Hero • Harmonix Music Systems Email Chris Quinn cquinn22@student.scad.edu Download this PowerPoint presentation http://chris-quinn.blogspot.com
Chris Quinn’s Final Presentation for Studio 2 Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia • MONDAY, MARCH 12, 2007 • Table of Contents • Introduction • Flash Experiments • Industry Interviews • Accessibility Guidelines • Thesis Abstract • Colorblind Survey • Prototype Walkthrough • Feasibility Plan • Prototype Walkthrough 3) Video Game Case Studies • Guitar Hero • Harmonix Music Systems Email Chris Quinn cquinn22@student.scad.edu Download this PowerPoint presentation http://chris-quinn.blogspot.com
Chris Quinn’s Final Presentation for Studio 2 Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia • MONDAY, MARCH 12, 2007 • Table of Contents • Introduction • Flash Experiments • Industry Interviews • Accessibility Guidelines • Thesis Abstract • Colorblind Survey • Prototype Walkthrough • Feasibility Plan • Prototype Walkthrough 3) Video Game Case Studies • Warcraft 3: The Frozen Throne • Blizzard Entertainment • Accessibility Strength • Creep Camps (size on mini-map related to level) • Accessibility Weakness • Building Footprint (color dependent) Email Chris Quinn cquinn22@student.scad.edu Download this PowerPoint presentation http://chris-quinn.blogspot.com
Chris Quinn’s Final Presentation for Studio 2 Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia • MONDAY, MARCH 12, 2007 • Table of Contents • Introduction • Flash Experiments • Industry Interviews • Accessibility Guidelines • Thesis Abstract • Colorblind Survey • Prototype Walkthrough • Feasibility Plan • Prototype Walkthrough 3) Video Game Case Studies • Warcraft 3: The Frozen Throne • Blizzard Entertainment Email Chris Quinn cquinn22@student.scad.edu Download this PowerPoint presentation http://chris-quinn.blogspot.com
Chris Quinn’s Final Presentation for Studio 2 Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia • MONDAY, MARCH 12, 2007 • Table of Contents • Introduction • Flash Experiments • Industry Interviews • Accessibility Guidelines • Thesis Abstract • Colorblind Survey • Prototype Walkthrough • Feasibility Plan • Prototype Walkthrough 3) Video Game Case Studies • Warcraft 3: The Frozen Throne • Blizzard Entertainment Email Chris Quinn cquinn22@student.scad.edu Download this PowerPoint presentation http://chris-quinn.blogspot.com
Chris Quinn’s Final Presentation for Studio 2 Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia • MONDAY, MARCH 12, 2007 • Table of Contents • Introduction • Flash Experiments • Industry Interviews • Accessibility Guidelines • Thesis Abstract • Colorblind Survey • Prototype Walkthrough • Feasibility Plan • Prototype Walkthrough 3) Video Game Case Studies • Warcraft 3: The Frozen Throne • Blizzard Entertainment Email Chris Quinn cquinn22@student.scad.edu Download this PowerPoint presentation http://chris-quinn.blogspot.com
Chris Quinn’s Final Presentation for Studio 2 Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia • MONDAY, MARCH 12, 2007 • Table of Contents • Introduction • Flash Experiments • Industry Interviews • Accessibility Guidelines • Thesis Abstract • Colorblind Survey • Prototype Walkthrough • Feasibility Plan • Prototype Walkthrough 3) Video Game Case Studies • Table Tennis • Rockstar Games • Accessibility Strength • None • Accessibility Weakness • Skill Animations (color dependent) Email Chris Quinn cquinn22@student.scad.edu Download this PowerPoint presentation http://chris-quinn.blogspot.com
Chris Quinn’s Final Presentation for Studio 2 Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia • MONDAY, MARCH 12, 2007 • Table of Contents • Introduction • Flash Experiments • Industry Interviews • Accessibility Guidelines • Thesis Abstract • Colorblind Survey • Prototype Walkthrough • Feasibility Plan • Prototype Walkthrough 3) Video Game Case Studies • Table Tennis • Rockstar Games Email Chris Quinn cquinn22@student.scad.edu Download this PowerPoint presentation http://chris-quinn.blogspot.com
Chris Quinn’s Final Presentation for Studio 2 Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia • MONDAY, MARCH 12, 2007 • Table of Contents • Introduction • Flash Experiments • Industry Interviews • Accessibility Guidelines • Thesis Abstract • Colorblind Survey • Prototype Walkthrough • Feasibility Plan • Prototype Walkthrough 3) Video Game Case Studies • Table Tennis • Rockstar Games Email Chris Quinn cquinn22@student.scad.edu Download this PowerPoint presentation http://chris-quinn.blogspot.com
Chris Quinn’s Final Presentation for Studio 2 Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia • MONDAY, MARCH 12, 2007 • Table of Contents • Introduction • Flash Experiments • Industry Interviews • Accessibility Guidelines • Thesis Abstract • Colorblind Survey • Prototype Walkthrough • Feasibility Plan • Prototype Walkthrough 3) Video Game Case Studies • Table Tennis • Rockstar Games Email Chris Quinn cquinn22@student.scad.edu Download this PowerPoint presentation http://chris-quinn.blogspot.com
Chris Quinn’s Final Presentation for Studio 2 Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia • MONDAY, MARCH 12, 2007 • Table of Contents • Introduction • Flash Experiments • Industry Interviews • Accessibility Guidelines • Thesis Abstract • Colorblind Survey • Prototype Walkthrough • Feasibility Plan • Prototype Walkthrough 3) Video Game Case Studies • Table Tennis • Rockstar Games Email Chris Quinn cquinn22@student.scad.edu Download this PowerPoint presentation http://chris-quinn.blogspot.com
Chris Quinn’s Final Presentation for Studio 2 Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia • MONDAY, MARCH 12, 2007 • Table of Contents • Introduction • Flash Experiments • Industry Interviews • Accessibility Guidelines • Thesis Abstract • Colorblind Survey • Prototype Walkthrough • Feasibility Plan • Prototype Walkthrough 4) Interactive Demonstrations • Video Game Accessibility Guidelines • Color Blindness Email Chris Quinn cquinn22@student.scad.edu Download this PowerPoint presentation http://chris-quinn.blogspot.com
Chris Quinn’s Final Presentation for Studio 2 Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia • MONDAY, MARCH 12, 2007 • Table of Contents • Introduction • Flash Experiments • Industry Interviews • Accessibility Guidelines • Thesis Abstract • Colorblind Survey • Prototype Walkthrough • Feasibility Plan • Prototype Walkthrough 4) Interactive Demonstrations • Nintendo DS • Nintendo Email Chris Quinn cquinn22@student.scad.edu Download this PowerPoint presentation http://chris-quinn.blogspot.com
Chris Quinn’s Final Presentation for Studio 2 Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia • MONDAY, MARCH 12, 2007 • Table of Contents • Introduction • Flash Experiments • Industry Interviews • Accessibility Guidelines • Thesis Abstract • Colorblind Survey • Prototype Walkthrough • Feasibility Plan • Prototype Walkthrough 4) Interactive Demonstrations • Guitar Hero • Harmonix Music Systems Email Chris Quinn cquinn22@student.scad.edu Download this PowerPoint presentation http://chris-quinn.blogspot.com
Chris Quinn’s Final Presentation for Studio 2 Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia • MONDAY, MARCH 12, 2007 • Table of Contents • Introduction • Flash Experiments • Industry Interviews • Accessibility Guidelines • Thesis Abstract • Colorblind Survey • Prototype Walkthrough • Feasibility Plan • Prototype Walkthrough 4) Interactive Demonstrations • Warcraft 3: The Frozen Throne • Blizzard Entertainment Email Chris Quinn cquinn22@student.scad.edu Download this PowerPoint presentation http://chris-quinn.blogspot.com