ui/ux with bio jade

14
Bio Jade Adam Granger UI and UX [ BY ]

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Page 1: UI/UX with Bio Jade

Bio Jade Adam

Granger

UI and UX

[ BY ]

Page 2: UI/UX with Bio Jade

the SU

MM

A

RY Chapter

Super short introChapter

DesignChapter

UI and UX

1

2

3

Page 3: UI/UX with Bio Jade

SUPER SHORT INTRO

Chapter 1

Page 4: UI/UX with Bio Jade

Bio Jade Adam Granger

Jeux et autres Hardcore gamer (De 10 à 20 heures par semaine)

Jeux vidéos Gold league à Starcraft 2

Lvl 45 Halo

Gold à League of Legends

Prestige Call of Duty

Devil May Cry, Mario World, Starcraft 2,

Soulcalibur, Mass Effect, Dragon age

1

Page 5: UI/UX with Bio Jade

Bio Jade Adam Granger

Académie et profession Primaire et secondaire en musique classique

Collège en administration

Bacc en Design Graphique

DESS en Game Design

Directeur créatif sur Antumbra

Game designer de quelques prototypes

Game designer chez Ubisoft

AC3

ACU

Projet confidentiel

1

Game Designer

Assassin’s

Creed

Page 6: UI/UX with Bio Jade

DESIGN

Chapter 2

Page 7: UI/UX with Bio Jade

GD vs LD vs ND

Game Design Ingredients & Mechanics

Player motivation

Gameplay loops

Level Design Challenge curve

Player experience

Variety

Narrative Design Story

Context

Immersion

Page 8: UI/UX with Bio Jade

Communicating

Design in games end up as an interaction between the mechanics and the player to create an Experience.

The experience must be seen as a whole. Whole game experience

Gaming session experience

Experience in a section of a level

Experience of a given mechanic

Thus, Creating a good game is creating a good experience.

How? With a good communication between the player and the game.

With the UI, 3C, motivation, etc.

Page 9: UI/UX with Bio Jade

UI AND UX

Chapter 3

Page 10: UI/UX with Bio Jade

UI and UX

Building comfort and understanding The Player’s experience is not only defined by gameplay

The User’s experience is also built with good UX

UX is all about communication with the user Creating codes, paterns, languages the user can understand and use.

In games, many channels communicate with the player Sound

UI

Models

Lightning

Animations

FX

Etc.

Most are Signs or Feedbacks

3

UX: The process of enhancinguser satisfaction by improvingthe usability, ease of use, andpleasure provided in theinteraction between the userand the product.

Page 11: UI/UX with Bio Jade

Sign

In games, a sign is something that informs/prevents/tell the player of a mechanic beforehand.

It is important to create a coherent language Take into account existing codes Never break the rules

established in the game to maintain trust in them

Sings can also be used to create challenge.

Green = falls

Red = turns

Page 12: UI/UX with Bio Jade

Feedback

In games, feedbacks are used to communicate the outcome of an action after the player performed it.

It is used to teach, to reinforce, to guide, to confirm, etc.

Feedback also needs to be coherent, ideally with the sings as well.

Feedbacks are a very important communication tool to explain the mechanics to the player.

Page 13: UI/UX with Bio Jade

Form follows function

FFF is a key concept of all type of design, coming from architecture design.

It implies that shape of an object should be primarily based upon its intended function or purpose.

FFF is a rule that helps creating good UX.

It improves readability, coherence and must be taken into account when creating all type of assets in the game.

Breaking the FFF can be done consciously to create surprise or challenge.

Smooth = jump

Spike = shoot

Page 14: UI/UX with Bio Jade

QUEST

IONS?

Thanks

!