Game Development Reference
In-Depth Information
Summary
During the course of this chapter we introduced some basic theory behind interface
design with The Theory of Affordances by Gibson and the topic The Design of Every-
day Things by Norman.
Then we moved to the specific aspects of videogame interface design, describing the
diegesis theory and listing some fundamental problems related to the creation of op-
timal interfaces for videogames.
In the last part of the chapter, we suggested some of the best practices for videogame
interface design and mentioned a few options that no game should lack.
In the following chapter we will discuss game engines, their features, and how to take
full advantage of their potential.
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