User Interface Worksheet

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User Interface Worksheet
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Roughly sketch out the major elements of the game’s shell interface; then move
on to the in-game experience. For the in-game experience, define each of the
game play modes the game will require to be playable (including the pause menu,
if there is one). Don’t forget non-interactive modes such as movies of mission
briefings.
Create a flowchart showing how the game play modes change from one to another,
and what events (player actions or in-game events) cause each change.
For each game play mode in the game:
o Create its screen layout.
o Determine its perspective on the game world (or, if more than one possible,
determine all its perspectives and choose one as the default)
o Select its interaction model.
o Define what will happen when each button on the controller or keyboard is
pressed and-if the game includes a pointing device-what will happen when
an object in the game world is pointed to and selected.
If the interface includes multi-step actions (such as selecting units, and then
giving them an order), create a flowchart indicating what happens in each step,
and whether (and how) the sequence can be interrupted or cancelled.
Does the game play require a pointing device or steering device? Should these be
analog, or will a D-pad suffice? What they actually do in the context of the game?
Does the function of one or more buttons on the controller change within a single
game play mode? If so, are there visual cues to let the player know this is taking
place?
If the player has an avatar (whether a person, creature, or vehicle) how do the
movements and other behaviors of the avatar map to the machine’s input devices?
Does the game’s genres, if it has one, help top determine the user interface? What
standards already exist that the player may be expecting the game to follow? Do
you intend to break these expectations, and if so, how will you inform the player
of that?
Does the game include menus? What is the menu structure? Is it broad or shallow
(quick to use, but hard to learn), or narrow and deep (easy to learn, but slow to
use)?
Does the game include text on the screen? If so, does it need provisions for
localization?
What icons are used in the game? Are they visually distinct from one another and
quickly identifiable? Are they culturally universal?
Does the player need to know numeric values (score, speed, and health)? Can
these be presented through non-numeric means (power bars, dials, brightness
region), or should they be shown as digits? If the are shown as digits, how can
they be presented in such a way that they don’t harm suspension of disbelief?
Will it be possible for the player to control the game’s perspective (camera
positions)? Will it be necessary for the player to do so in order to play the game?
What controls will be available? Will they be available at all times, or from a
separate menu or other mechanism?
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What is the aesthetic style of the game? How do the interface elements blend in
and support that style?
How will audio be used to support the player’s interaction with the game? What
audio cues will accompany player actions? Will the game include audio advice or
dialog?
How does music support the user interface and the game generally? Does it create
an emotional tone or set a pace? Can it adapt to changing circumstances?
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