Game Development Reference
In-Depth Information
proliferating. The following is a list of useful hints to keep in mind when defining the
functionality of your game interface:
• Keep the number of buttons as low as possible
• Stick to one primary purpose for each game screen
• Refer to the screen flow to check the context for each game screen
• Split complex info into small chunks and/or multiple screens to avoid over-
burdening your players
Wireframes
Now that the flow and basic contents of the game interface is set, it is time to start
drawing with a graphic editor, such as Photoshop.
Create a template for your game interface which can support the different resolutions
you expect to develop your game for, and start defining the size and positioning of
each button and any pieces of information that must be available on screen. Try not
to use colors yet, or just use them to highlight very important buttons available in
each game screen.
This operation should involve at least three members of the team: the game design-
er, the artist, and the programmer. If you are a game designer, never plan the inter-
face without conferring with your artist and programmer: the first is responsible for
creating the right assets for the job, so it is important that he/she understands the
ideas behind your design choices. The programmer is responsible for implementing
the solutions you designed, so it is good practice to ask for his/her opinion too, to
avoid designing solutions which in the end cannot be implemented.
There are also many tools that can be used by web and app developers to quickly
create wireframes and prototypes for user interfaces. A good selection of the most
appreciated tools can be found at the following link:
http://www.dezinerfolio.com/2011/02/21/14-prototyping-and-wireframing-tools-for-
designers
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