Monday, 28 May 2012

Graphic User Interface

The graphic user interface or GUI is a information device used to convey data from the screen to the user. It's available to the user visually, more prettier than text but with colours and shapes. Seeing the content present on the screen, but it seems like it's talking to you rather than you just reading it, that's the sensation I get anyway.

A great example would be the dashboard of a car, everything is visually seen but you understand the information like it's second nature. Translating a game GUI and a car dashboard is done in similar ways, visual data is fired at you in both circumstances. Game simulators today, especially car simulators use either virtual GUIs or it forces the player to understand the car's virtual dashboard as the real thing, this works extremely effectively, increases immersion and feels incredibly real.

Below is an image of a brainstorm / mind map of GUI features used for either Action / Adventure games, open world games or action RPGs.

Subtitles would be the only feature I'd possibly add to this list, subtitles obvious let people read what they hear. Subtitling has become more effective in the games industry of late were the text reads like it's told.

I've created 3 conceptual examples of graphical interfaces that represent 3 different yet similar genres, these examples have been influence by popular game franchises.

My first example is heavy inspired by Bethesda's 'The Elders Scrolls V: Skyrim', Skyrim's GUI offers maximum screen real estate. The GUI doesn't intrude on gameplay and the opacity changes depending on what the player is doing. For example, if you're simply roaming the landscape you'll only see the compass bar across the top. Other features may also appear like stamina and if a weapon is drawn. However, if you're battling in the game, most if not all of the GUI elements will be present during gameplay. The only additions on this GUI compared to Skyrim's is the inclusion of a mini-map in the top right corner and a experience / level bar at the bottom. I believe this examples is clean, provides tons of data than can be consumed and would look brilliant in an actual game. Considering this was at 1920x1080 the screen real estate would be immense.

This second design is similar to what you'd expect for an open world game like Grand Theft Auto. The mini-map is usually sitting in the bottom left with a health and armour protection bar surrounding it. The inventory slot is usually located in the top left or right which leaves plenty of room for other features. Simply adding a stamina bar to the right of the mini-map gives players more data. Ideally it would be more attached to the map but this is just a concept and not what a final version would look like. I've also added a on screen command or prompt below the cross-hair and a objectives box in the top right to balance the GUI more. This example seems to work for the genre it's used for but offers much less data to the player that the RPG example. With that said, franchises like GTA also include items like page devices, phones or PDAs that appear on screen. These devices offer much more visual data and which also increases the realism of their games.

And finally, this GUI is more suited to the action / adventure and shooter genres. Information is limited as the user is usually told information via dialogue or through game events that can be dynamic or completely scripted. In the top left is information about the players inventory or arsenal. Primary and secondary weapons are displayed so the player can see their equipment, this usually includes highlighted bullets and grenades that are available for player. A more advanced cross-hair is in place with a on screen prompt that features below and finally a objectives bar and can also be used to convey subtitles. A health reticule usually appears as a filter when players take damage with their game character unlike the previous two examples. A GUI of this nature is common with games like Gears of War and the Uncharted franchise. This type of interface probably offers the best nature screen real estate but also offers much less data to the player.

All in all, I believe the first example (RPG concept) offers the most visual content and if programmed correctly, would offers the best screen real estate.

These actual game examples below are the basis of my concepts; the first being Skyrim, then Grand Theft Auto IV and finally Uncharted 3: Drake's Deception.

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