Things Learned at GDC - Part 4

Friday, April 13, 2018

Main take-aways from talks I've been to at GDC 2018, at the end of all notes I will put up a list of talks I recommend watching on GDCVault.

This post contains:

7. Art Direction for AAA UI.

Next post will contain:

8.  Be the best producer for your team

7. 'Art Direction for AAA UI' - Omer Younas


UI is all about SUPPORT.


1. Getting Your Bearings

In UI we design for three of the five senses:
  1. Touch 
  2. Sound 
  3. Sight
SOUND IS 50% OF THE EXPERIENCE!

Reference Material: 'Design for All 5 Senses'

  • Keeping in mind cone distribution - green and red.
  • Using this information to reflect where to put critical information on screen.
  • Distribute colour according to the periphery.
  • We want to create points  in the composition where the users' eye can rest.


  • Not relying on colour alone.
  • The readability should work in black and white.


  • Use cognitive research & Gestalt Theory to assist designs and create more appealing/vivid designs.

Usability Guidelines:

  • Maximum of 7 unique items on screen.
  • Menus can be a maximum of 3 levels deep.
  • Affordances and feedback need to clearly communicate their goals.
  • Distribute colour according to periphery, creating a focus area.
  • State Changes should be clearly communicated.
  • Create a page flow according to elements (E.g. Destiny's Path of Least Resistance)
  • Allow for help / hints. Consistency.

Examples:

Maximum of 7 Unique Items on screen

Menus are maximum 3 levels deep


Create a focus area


Communicate state changes clearly
Create a page flow between elements on screen

Offer help and hints in a consistent manner

Cheat Sheets!

Allow yourself to use them!



2. The Process

Using grid types.



Using grid types in combination with aspect ratios.



Keep a safe frame of 90% (screen bleeding, varying screen resolutions, etc.)


Alignment and Anchoring

  • Aligning/grouping your UI elements
  • Anchoring in screen space

Examples:


  • Player kills in top right
  • Match time/team progress top centre
  • Reticle centre
  • Ammo/Weapons/hotkeys bottom right
  • Minimap bottom left
  • Objectives centre left

Look at the Bigger Picture

  • Legibility/Readability
  • Branding / Style & Tone
  • Limit font variations (TWO MAXIMUM)
  • Trends/Timelessness
  • Localisation
  • Pricing/Budget
  • 60-120 characters maximum per line.
  • Allow for 40% overflow (localisation)
THE 6FT RULE
When designing for big screen audience, elements need to be readable/legible from 6ft away from the screen.

Buy font families!
Font Weights

Colour Theory

  • Maximum of 5 unique colours in pallette
  • Avoid fully saturated colours (screen bleeding)
  • Colour luminance range - do not match your colours with the games' environment
  • Do NOT rely on colour! Always rely on shapes first.

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