Assignment 01: Design and propose a completely new game based on the visual and the theme of Koi Pond.
- Grading:
Concept (50) - team
Visual design and presentation (50) - individual
Total (100)
- 6:40: PuppyChow (Ashley Soriano, Harold Vancol, Katrina Wolfe, Erik Nichols)
- 7:55: Water Garden (Ryan Hedden, Michael Kane, Michaela Morris, Drew Moxon)
- 7:10: King Koi (Matt Lee, Alex Sandoval, Sam David)
- 7:25: Pond (John Banayan, Gavan Wilhite, Jonathan Rosenfeld)
- 7:40: Majestikoi (Blade Olson, Brian Abrams, R.C. Narma, Alec Stamos)
Assignment 01 feedback
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Check the class blog - Tomo will post entries on each game - comment on your game and others for extra credit(s).
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Does your photoshop file has the info on who made what layers? If not, modify your flowchart blog entry to let me know.
- If you change/modify your original proposal (lab02), update your word file and blog post.
- What did we learn?
Genre and UI survey I: Introduction to UI (HMI & GUI) concepts - placement and function, iconography, practicality, usability
- HMI (human machine interface) vs. GUI (graphical user interface)
- Automobile analogy
- Heads-Up-Display (HUD) on Aircraft (F16/F18): http://www.youtube.com/watch?v=BHx-OWdHqf8
- Role of GUI in video games - Now and Then
- Trends in GUI in video games - Now and Then
- Video Game Controller analogy - why does it have so many buttons?
- Basic functionality of the GUI on video games:
GUI as a part of immersive environment - cool looking stuff on your screen/HUD
GUI as alert/notificaiton tool - life, map, weapon - HUD or not?
GUI as an intuitive "select/customize" tool - pause and choose - HUD or not?