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Academic Studies. It’s important to consider that as well as statistical results there could be studies into or relating to the area we are looking at. These could prove us with findings and insights that our statistical results could not. Games. Published books on Games Design Why these?..
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It’s important to consider that as well as statistical results there could be studies into or relating to the area we are looking at. • These could prove us with findings and insights that our statistical results could not.
Games • Published books on Games Design • Why these?.. • These provided us with specific relation to the subject matter • Written by individuals directly involved with games
Findings... • “Ultimately they are responsible for creating a compelling and immersive game-play experience” Pg 28 The Game Production Handbook By Heather Chandler Published by Charles River Media, 2006 ISBN 1-58450-416-1 420 pages • “Their essential craft is the ability to coax a player through a level without ever letting them know they’re being led by the hand” Pg 90 The Complete Guide To Game Development Art & Design By David McCarthy, Ste Curran and Simon Byron Published by ILEX, 2005 ISBN 1-904705-48-0 192 pages
What does it mean?... • These are two quotes that appeared in Books relating directly to game design. • They emphasize the importance of navigation and immersion in a game and how important it is for game designers to be able to do this for the player.
How do designers do this? • To look into how designers communicate navigation to the player we needed to look outside of game specific publications and into areas to do with psychology.
Non game Specific Studies “Another way of creating a focal point is by the positioning of an element. If a shape, value, or coloris isolated and positioned away from the majority of the other elements, it will receive more attention and become a focal point.” Pg 44 Visual Design Fundamentals: A Digital Approach By Alan Hashimoto Published by Charles River Media, Inc. ISBN 1-58450-259-2 345 Pages
Example... • Mirrors edge 2008 (No-Hud) Using specific colour to quickly and easily communicate to the player navigation in the form of level progressing aesthetics Far Cry 2 2008 (No-Hud) – Also uses this technique. Real world signage is used in the form of directional posts with the names of places written on them. For example in the game when traversing the vast open world environment by vehicle. It would prove difficult especially in the chase sequences to have to read the map or the signs. So objective colours are used as an overlay on the post that leads to the current objective. Giving the player the ability to quickly know which direction to go.