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Ux in Games

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0% found this document useful (0 votes)
14 views128 pages

Ux in Games

Uploaded by

jimmylorente78
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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UX in Games

Why UX is useful
& some tools for UX design
Who is this guy?
Ben Humphreys
● Studied Computer Science at university in the UK
● Worked in video games industry for ~6 years
○ Gameplay programmer
○ UI programmer/designer
● Self-taught UX designer
○ Interested in web design, typography
● Worked as UI programmer on Vampyr at Dontnod
○ Action-RPG for PC & consoles
○ Lots of RPG menus, supported controller & mouse/keyboard
Ben Humphreys
● Currently working on Industries of Titan at Brace Yourself Games
○ Cyberpunk city-building game
○ Coming out Q3 2019!
● Brace Yourself Games?
○ Crypt of the Necrodancer
○ Industries of Titan
○ Phantom Brigade
○ More games soon!

● (come work with us!)


Ben Humphreys
● Currently working on Industries of Titan at Brace Yourself Games
○ UX designer/programmer, game designer
○ Industrial city-building sim/strategy
Design is a doing word
● You can’t get better unless you practice
● Today’s lecture has audience participation!
● Get out pen & paper, or pen & tablet, or something

Design Time!
Today’s goal:

Get tools to think


about UX design
Today’s topics:

➔ UX > on-screen stuff


➔ Tools for UX design
➔ Check out some games
➔ UX > on-screen stuff
➔ Tools for UX design
➔ Check out some games
What state is being shown here?
Character
Lives
Score Time
Special remaining
coins

Coins
What’s the goal of UI?

int numCakes; 42 cakes

Put information
into the player’s brain...
int health;
int maxHealth; 142/176
HP
int health;
int maxHealth; 7/176
HP

Is my health OK?
int health;
int maxHealth;
7 HP
int health;
int maxHealth;
7 HP

Health-related mechanics
● Poison
● Enemy damage values
● Armor
Desired player experience
● Don’t worry about
health until near-death

int health;
int maxHealth;
2 HP

Health-related mechanics
● Poison
● Enemy damage values
● Armor
Desired Player
Experience

Game State UI Visuals

Game
Mechanics
159 HP

int health;
int maxHealth;
But wait, there’s more

42
Gems are rare!

int numGems;

Players can get Gem-itis,


Gems are used for trading that drains gems
Player can only Gems can be broken
carry 300 gems Unless they have the into gem shards
Big Gem Bag...
Game UI Player
(not to scale)

Get Coins! Real-world knowledge:


“Coins can be exchanged for
goods and services!”

int numCoins; 42
Other Game Mechanics
Max coins?
Gold is worth a lot
Gold colour = monetary value “I want to get
these useful
coins”
Max 99 lives?

Mechanics Considerations
Max 3 special coins Seems that score can
Time can
max out at
go up to 999,999,999?
999?
● How can the player gain health? ● Can the player get over 100%
○ Passive regeneration? health?
Coins don’t seem to
○ Health packs?
have an upper bound? ● Does the player’s max health
● How can the player lose health?
increase through the game?
○ How much damage do enemies do?
○ Does damage scale based on player level? ● Are there any secondary health
○ Is damage a % of health? Multiples of 10? bars?
○ Are there damage over time effects? ○ Armour, shields
● Different kinds of damage sources? ● Are there debuffs reducing max
○ Poison, fire? How many types? health?
Game Experience Considerations
● How much do we want players to worry about their health?
● Is health management core to the experience?
● If increasing max health is possible, how often does this happen?
Designing without intention
● Internet image search for “health bar”...
Segmented Health
Used in action RPGs, platformers

● Want to give the player a simple


relaxed experience
○ Avoid numbers where possible
● Easy to understand at a glance
● Easy to show small increases in
maximum health
● Works well with object pickups
○ Pick up heart = increase health by 1
Lots ‘o Numbers
Used in RPGs

● Numbers get larger and larger as


the player levels up
● Feed the feeling of growing more
powerful
Blood Mist Borders
Used in some first-person shooters

● Deliberately vague health indicator


○ Perfectly healthy is “no blood mist”
○ 0% health point is not clear
● Goal is to tell the player “get into cover”
● Works with regenerating health
Partial-info indicators
Used in horror, classic survival games

● Health is between 0~100, but game only


shows partial information
● Want player to feel scared, unsure
● Healing items are rare, want the player to
feel they have to get the most out of them
○ They will get into Caution/Danger, feels
more risky & scary
● If players had perfect accuracy about
healing item
What we can do with good UX design
● Showing game state is only part of it
● We can do so much more
● Convey many mechanics through minimal UI
○ Player should intuitively understand what’s possible, what could happen
● Control the players experience
○ Make them feel a certain way
○ Change their behaviour in-game
Game
?
Health Bar Design Exercise — Round 2
● Design a health bar
● Specification:
○ Third-person action-romp
○ You play as a giant octopus, rampaging through a city
○ You take damage from tanks armed with cutlery
○ You start with 8 legs
○ Can gain more legs, up to 16
○ You can take damage, losing legs, die when you hit 0 legs
○ You can gain up to 8 armour by grabbing buildings and sticking them to you
➔ UX > on-screen stuff
➔ Tools for UX design
➔ Check out some games
Tools for UX design
● Unfortunately there’s no “one weird trick”
● Instead, lots of tools
○ Not tools like software
○ Tools for your brain!
● Learn more of them as you get experience
● Make up your own!
● Learn when to use them
● Learn when to ignore them
UI
element
Use visual priority to
guide the player’s eye
Visual Priority
● Players don’t immediately read everything on a page
● They look at elements in an order based on their visual priority
● Zach Gage calls this the Three Reads
○ Check out “Building Games that can be understood at a glance” by Zach Gage
What Affects Visual Priority
● Size
● Movement
● Contrast (not just colour)
○ If your entire UI is yellow, adding more yellow won’t make it stand out
○ Contrast with background but also with self
● Shape
○ Jagged shapes over round shapes
Minimize
related-information
distance
92527

Ye Olde Shoppe

I have Total
92527 82242
Minimize related-information visual distance
● Distance can be both in both space and time
● Space is visual distance on-screen
● Time is time between seeing related information
● Put related information nearby, even if it’s duplicated
Minimize
related-action
distance
Minimize Related-Action Distance
● The more often a user performs two actions together, the closer they should
be (in distance & actions)
● An action = a click, a button press
Be conscious of
existing knowledge
Players are not a blank slate
● Players will come to your game with existing knowledge
○ Culture
○ Language
○ Other games
○ Software
● If your game is at odds with that knowledge, it makes your game harder to
learn
Existing knowledge can apply to
● Symbol meanings
● Colour associations
● Input conventions
● Text semantics
Existing
Desired Player
knowledge
Experience

Game State UI Visuals

Game
Mechanics
State State State

Time
Game State

Player character
health = 0.8f;

Time
State Change
● Game state changes over time
● UI will usually reflect the current state of the game
● Players can’t track every single difference
Before
After
Why state change is important
● Players can be overwhelmed
● Bring player’s attention to what’s important
● Visual intensity of change proportional to importance
Low Importance — Mario Coin
● Happens all the time
● Still want juice

Medium Importance — Mario Power-up
● Happens every 30s-2min
● Every time player picks up a
power-up
● Changes the player’s powers
● Freeze-frame, repeat change
state animation
● Sparkles where the item was,
making it clear how you
touched it

Super Luigi Bros, 25% speed


High Importance — Overwatch Ultimate
● Gain ultimate ability in
Overwatch
● Once every few minutes
● Immediate call to action for the
player

Overwatch, 25% speed


Use
Multiple modalities to
convey information
better
Food Defense Horses Robotics
Food Defense Horses Robotics
Food Defense Horses Robotics
Use multiple modalities to convey information
● Text
● Icon
● Colour
● Pick two
Way more tools out there
● Lenses through which you can analyse/design UI/UX
● Contrast
● Animation
● Affordance
➔ UX > on-screen stuff
➔ Tools for UX design
➔ Check out some games
My Design Process
● What works for me
○ Change them how you like!
● Design is a process
○ You learn by doing it
○ Not just a bunch of rules
How I Design UIs
1. Pre-production — Research the genre
2. Create mocks of user flow, general layout
3. Create detailed mock-ups of each screen
4. Create in-game “greybox” UI
5. Improve in-game art, animations, interactions
1. Research the Genre
1. Research the Genre
● Pre-production
○ Continue doing it in production as other new games come out, too!
● Players come to your game with existing ideas
○ From their culture
○ From software in general
○ From other games
● Learn how other games present information
○ Keep bits that work
○ Avoid bits that don’t
1. Research the Genre
● Find games within the genre
● Play them, take notes & screenshots
● Your first 15 minutes is incredibly valuable
○ You’re learning as a new user
○ You can never experience the game like that again, you become an experienced user
○ You’re doing user testing on someone else’s game
● How does it feel?
● What is confusing? What is clear?
● What does the game show you? What does it skip?
● What existing knowledge are you using to understand the game?
○ How would someone without that knowledge perform?
1. Research the Genre
● Pick medium-quality examples
○ The best ones are too perfect, too cohesive, seem effortless
○ Worst ones are just all bad
○ Medium ones show you what it’s like to lack certain elements, this is educational!
What does research look like?
Some positive points on design, feelings when using/playing:

Clean, minimal UI with Nordic flourish


Text uses icons & colours to help comprehension
Consistent button/icon/text size
Buttons feel chunky in a good way, animation + sound
What does research look like?
Some criticism:

Zero feedback on giving orders, not clear if anything


happened
Cursor only has two states, normal/shiny
Tooltip text all same size, no clear hierarchy of
importance
Right-click gives orders, but this is never explained
Nothing is satisfying to click on
2. User flow
Minute, hour, day guideline
● Changes become way more expensive later in the process.

Paper sketch Styled mock Code + assets


1 minute 1 hour 1 day
Overwatch Menu Graph

Play Mode Searching / Character In-game


Selection joining match Selection HUD

Hero Individual hero


Main Menu
Gallery pages

Options
3. Per-element design
3. Per-element design
● Recursively design from largest to smallest
○ Start with pages
○ Then large elements like windows
○ Then elements within there
● List things to communicate, actions to perform
● Order them by importance
● Try different layouts
Navigation
Items
Character
Selected Character

Current team composition

Character list
Based on this...
4. In-app greybox
4. In-app greybox
● Aka wireframe
● All functionality, minimal aesthetics
● Element size, position are the priority
● Enough visuals to convey states
○ Disabled button state
○ Text colour to highlight key points
● Keep it simple, fast to iterate on
● By getting it in-game you will discover many problems with your designs
5. Improve ingame art
5. Improve ingame art
● An entire topic unto itself
● Not something I’m an expert on
● Easy to find ideas online
Iterating on Interactions
Refresh to get new data

● Button style
● Drag-to-refresh

by Tamara R for Tubik


https://dribbble.com/shots/2101933-GIF-for-Pull-Down-Space-Ship
Summary
● UIs do more than just showing game state to the player
● UX tools can be useful
Thanks!
Any questions?
What helps me
● Pen & paper, whiteboard
● SketchApp
● Coworkers
● Playing a lot of games
● Using a lot of software
6. Improve Individual Interactions
(optional)
Example: “Are you sure?” Confirmation Panel
● Want to avoid users accidentally performing destructive actions
○ Deletion
○ Unsubscription
● Many ways to achieve this
● Be adventurous!
“Are you sure?” — Lazy Efficient Option
● Don’t do anything special
● Some people will make a mistake
● Eh, it’s fine
● Just have a regular button
○ Maybe make it red

Delete Universe
“Are you sure?” — Modal Window
● Simple-ish
● Blocks interaction
○ Interrupts the user
○ Can be annoying
● Can have explanatory text!
“Are you sure?” — Swipe
● Only works on touch
● Hidden functionality
○ Low discoverability
● No space for explanation
○ Only single button + short text label
● Only works in lists
“Are you sure?” — Long-press
● Controller input
● Not great for
accessibility
○ Some users can’t
long-press
Don’t go too weird...

https://uxdesign.cc/the-worst-volume-control-ui-in-the-world-60713dc86950
50% of your work may get thrown
away

Industry Tips Specifications change all the time

#1 It sucks, but try not to get too


disheartened
When you interview at a place, it’s a

Industry Tips two-way process

You’re trying to find out if the place


#2 suits you too
The “genius difficult programmer”
myth is toxic AF

Game development is
Industry Tips 90% collaboration

Learn to work with people,


#3 take criticism,
give constructive feedback,
explain your ideas to people

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