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Game Development Essentials Game Interface Design,9781418016203

Game Development Essentials Game Interface Design

by ;
Edition: 1st
Format: Paperback
Pub. Date: 11/2/2006
Publisher(s): Course Technology
Availability: This title is currently not available.

Summary

As an introduction to the complicated topic os user interface design, this in-depth text discusses player interface design conventions and look at the effects of platform, genre, and design goals related to electronic games. Readers will explore everything from the history of game interface design and basic design theories to practical strategies for creating a winning, interactive interface. A host of professional applications, endearing insights, and illuminating anecdotes from dozens of pioneering game designers will inspire readers to explore this exciting industry.

Table of Contents

Introduction ix
Game Interface Design ix
Creating the Connection ix
About the Game Development Essentials Series ix
About Game Interface Design x
Who Should Read This Book? xi
How Is This Book Organized? xi
How to Use This Text xii
key chapter questions xii
sidebars xii
notes xii
profiles xiii
quotes xiii
case studies xiii
tips xiv
chapter review xiv
About the Companion DVD xiv
About the Instructor's Guide xv
About the Authors xv
Acknowledgements xvi
Questions and Feedback xx
Part I: Foundation
1(68)
History of Game Interface Design: how did we get here?
2(16)
Key Chapter Questions
3(1)
Arcades
4(1)
Consoles
5(9)
Atari 2600
7(1)
Intellivision
7(1)
Colecovision
8(1)
Atari 5200
8(1)
Nintendo Entertainment System (NES)
9(1)
Sega Genesis
10(1)
Super Nintendo Entertainment System (SNES)
10(1)
Sony PlayStation (PS)
11(1)
Nintendo 64 (N64)
12(1)
Sega Dreamcast
13(1)
Handhelds
14(1)
Computers
15(2)
Chapter Review
17(1)
Goals and Considerations: what are we trying to accomplish?
18(34)
Key Chapter Questions
19(1)
Goals of Game Interfaces
20(13)
Primary Goals
20(6)
Secondary Goals
26(7)
Considerations in Interface Design
33(18)
Functionality
33(2)
Usability
35(3)
Aesthetics
38(3)
Accessibility
41(10)
Chapter Review
51(1)
Categorizing Interfaces: what are the options?
52(17)
Key Chapter Questions
53(1)
Manual Interfaces
54(3)
Visual Interfaces
57(8)
Display
57(2)
Perspective
59(6)
Static and Dynamic Interfaces
65(1)
Active and Passive Interfaces
66(2)
Chapter Review
68(1)
Part II: Theory
69(142)
Platforms: game hardware and manual interfaces
70(32)
Key Chapter Questions
71(1)
Computer
72(6)
Computer Visual Interfaces
72(1)
Computer Manual Interfaces
73(5)
Computer Interface Guidelines
78(2)
Consoles
80(11)
Console Visual Interfaces
82(1)
Console Manual Interfaces
82(9)
Handhelds
91(3)
Handheld Visual Interfaces
92(1)
Handheld Manual Interfaces
92(2)
Other Platforms and Interfaces
94(7)
Mobile
95(4)
Unusual Manual Interfaces
99(2)
Chapter Review
101(1)
Genres: game styles and visual interfaces
102(46)
Key Chapter Questions
103(1)
Classifying Games by Genre
104(2)
Action
106(8)
First-Person Shooter (FPS)
106(4)
Third-Person Action
110(2)
Racing
112(1)
Fighting
112(2)
Strategy Games
114(18)
Real-Time Strategy (RTS)
115(9)
Turn-Based Strategy
124(1)
Role-Playing Game (RPG)
124(1)
Dialogue
125(2)
Target Selection and Mouseover
127(2)
Auto-Map
129(1)
Quest Log or Journal
130(2)
Simulation Games
132(3)
Vehicle Simulations
133(1)
Process Simulations
134(1)
Sports & Participatory Simulations
135(1)
Adventure
135(1)
Casual
136(1)
Multiplayer Games
136(11)
Local and LAN-Based Multiplayer Interfaces
137(4)
Interfaces for Online Games
141(6)
Chapter Review
147(1)
Control Schemes: empowering the player
148(28)
Key Chapter Questions
149(1)
Visual Controls
150(3)
Buttons
150(2)
Text Input
152(1)
Scroll Bars
153(1)
Control Functionality
153(6)
Game Systems
154(1)
Game Modes
154(1)
Determining an Interface's Control Requirements
155(4)
Control Usability
159(15)
Usability Guidelines
159(8)
Save-Game Conventions
167(7)
Chapter Review
174(2)
Feedback Schemes: informing the player
176(35)
Key Chapter Questions
177(1)
Feedback Functionality
178(5)
Mandatory Feedback
179(1)
Voiceover
180(1)
Player Abilities
181(1)
Goals
182(1)
Feedback Usability
183(16)
Don't Require Confirmation
183(2)
Provide Progress Bars
185(1)
Remove Unnecessary Tutorial Information
186(2)
Use Consistent Conventions
188(1)
Adapt the Interface Based on the Game's Stage
189(1)
Less is Better
190(9)
Aesthetics
199(8)
General Guidelines
199(8)
Immersion
207(2)
Chapter Review
209(2)
Part III: Practice
211(48)
Process of Interface Design: how interfaces are created
212(26)
Key Chapter Questions
213(1)
Roles in Interface Development
214(5)
Designers
214(1)
Programmers
215(1)
Artists
215(2)
Quality Assurance
217(2)
Interface Design Pipeline and Methodology
219(3)
Interface Design Document
222(10)
Purpose of Interface Design Documents
222(1)
Document Format
223(1)
Interface Flowchart
224(1)
Interface Mock-up
224(1)
Interface Technical Specifications
225(7)
Usability Testing
232(5)
Internal Testing
232(1)
Focus Groups
233(4)
Chapter Review
237(1)
Prototype Interface Design: putting it all together
238(21)
Key Chapter Questions
239(1)
Interface Design for Caesar's Quest
240(18)
Game Design Documentation Elements
240(3)
Establishing Design Goals
243(4)
Developing the Control Scheme
247(7)
Developing the Feedback Scheme
254(4)
Chapter Review
258(1)
Resources
259(5)
News
259(1)
Directories & Communities
259(1)
Organizations
260(1)
Events
260(1)
Books & Articles
261(3)
Index 264

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