Ux in Games
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!
Design Time!
Today’s goal:
Coins
What’s the goal of UI?
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
Mechanics
159 HP
int health;
int maxHealth;
But wait, there’s more
42
Gems are rare!
int numGems;
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
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
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
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
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
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
Game development is
Industry Tips 90% collaboration