Don’t Miss: 6 examples of UI design that every game developer should study


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According to Gamasutra News

One of the most under-appreciated but most important elements of modern game development, HUD and UI design determines how players interface with the most core systems of a game. They serve to not only provide vital information about player characters’ status and the state of the world, but are often key to shaping player behavior.

The urgency with which a health indicator signals a terrible wound, or a mini-map emphasizes a quest icon, can dramatically affect how players interact with a game and what gameplay elements get priority.

Recognizing this, we reached out to developers who have some experience in the realm of HUD and UI design, to get some feedback about what some of the best designs in this space are, and what they do so well.

1) Clash Royale – Surface and scroll

Clash Royale is full of design lessons that are broadly applicable. A large part of its appeal stems from taking a simple premise (adversarial tower defense, with each player defending a king and two towers and buying offensive units) and presenting in an extremely sleek and refined package.

Om Tandon, UX director at DIGIT Game Studios, praises Clash Royale for avoiding the pitfalls of so many other mobile games trying to appeal to a “mid-core” audience — players that fall somewhere between casual and hardcore.

“If you look at most mid-core mobile games today, you see a generic, cloned approach to a home screen, usually a base or a lobby screen with multiple entry points to other sections of the game like battles, events, shop, social, etc.” Tandon says this approach leads to a jarring sort of friction as players move back and forth from area to area or return to the home screen, each with distinct art and backgrounds.  And it increases load times, as “more and more features are dynamically populated by communicating with servers, instead of being native.”

Clash Royale solves this problem with a HUD that surfaces player controls instead of tucking them several layers deep in cumbersome menus, and a snappy UI that lets plays swipe through multiple tabs instead of treating them as discrete menus.

“Drill-downs are further reduced by populating secondary pieces of information on top of each primary scrollable section,” Om says. “And tab scrolling design is further complemented by instantaneous population of content in each section, eliminating ugly load times.”

Read more…

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This article and images were originally posted on [Gamasutra News] August 22, 2017 at 02:50PM

Credit to Author and Gamasutra News

 

 

 

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