UI/UX with Bio Jade
Transcript of UI/UX with Bio Jade
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Bio Jade Adam
Granger
UI and UX
[ BY ]
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the SU
MM
A
RY Chapter
Super short introChapter
DesignChapter
UI and UX
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SUPER SHORT INTRO
Chapter 1
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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
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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
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DESIGN
Chapter 2
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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
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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.
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UI AND UX
Chapter 3
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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
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UX: The process of enhancinguser satisfaction by improvingthe usability, ease of use, andpleasure provided in theinteraction between the userand the product.
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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
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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.
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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
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QUEST
IONS?
Thanks
!