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[link] Game UI By Example: A Crash Course in the Good and Bad

Posted 22 January 2013 - 10:17 AM

http://gamedev.tutsp...e-good-and-bad/

An often overlooked aspect in small one off games... probably due to the 'creative/artsie' aspect.. I almost have half an idea about doing a design challenge for some UI concepts!

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How easy is it for your player to put their intention into action, or to understand what’s going on in your game? In this tutorial, you’ll learn how to build a better game UI by examining both good and bad examples from existing games, and end up with a checklist of questions to guide you through designing them.



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In fact, I believe that the programmer (or creative director, or whoever in your team has the most direct role in shaping the playing experience of your game) should be responsible for making the UI, as they are the ones who know the game inside and out, and who know what information is important and what is incidental.

They should focus on the functional aspects of the UI: How big is it, does it (or should it) scroll, what information is displayed and where, and how the player navigates through it


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