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Game Interface Design游戏界面设计 原著Brent Fox 翻译 王平For my wife Amy, a beautiful and intelligent woman.Without her support and patience, I would not be the person I am today.An interface, as you no doubt already know, is the part of就像你知道的那样,界面是使得用户可以跟游戏交流的那部分,互动是使得游戏去吧电影的关键。当进行游戏的时候,用户可以根据情况做出选择。界面是用户跟游戏之间的连接,一个好的,有规划的界面,可以为游戏带来更多的乐趣。界面设计是一件有创造性的,富于激情和挑战的课题。the game that allows the userto interact with the game. Interactionis what makes a video game differentfrom a movie. When playing a videogame, the user can make choices andrespond to events. An interface is theconnection between the user and thegame, and a well-designed interfacemakes the video game experiencemore fun.Interface design is a creative, exciting,这本书的目的就是使你了解游戏产业中游戏界面设计的原理跟目的。这有大量的设计信息让你了解界面设计。但是我不期望它覆盖所有。这本说无路如何会覆盖你想设计自己的游戏界面的所有基础理论。界面有很多部分,这本书会覆盖到游戏在屏幕上出现的第一个影像。你游戏的使用者会同按钮 菜单 和很多的其他部分相互作用。这本书会向你展示什么时候,怎么样的运用这些输入方式。我希望这本说会激励你创作出更好的游戏界面。and challenging subject. The purposeof this book is to introduce you to thegame interface design principles andconcepts used in the game industry.There is a huge amount of informationto learn about interface design,and I couldnt hope to cover it all.This book will, however, cover all ofthe basics you need to know in orderto design your own game interface.An interface has many pieces. Thisbook will cover the interface from thefirst image that appears on the screento the information displayed onscreen during game-play. The playerof your game interacts with buttons,sliders, menus, and many other componentsof an interface, and this bookwill show you how and when to useeach of these input methods.I hope that this book inspires you tocreate better and more effective game你可以设计出独一无二的界面,不要让你过去做的限制了你的视线。谁应该读这本书?如果你是刚刚进入游戏界面设计行业,这本书会是很好的引导你进入界面设计领域。它本身也会提供少量的关于电脑游戏的洞察。游戏的发展是独特并且有趣的领域。很显然,高的付出换来高的回报。在这本书你能看到在开发商和出版商的关系,以及按照计划和政治限制对游戏产业的影响。及时你是一个资深的游戏界面设计师,这本书同样提供interfaces. You are capable of makinga great, unique interface. Dont limityour vision by what has been done inthe past.Who Should Read ThisBook?If you are just getting started in thegame industry, this book will serve asa great introduction to interfacedesign. It will also provide a littleinsight into the video game industryitself.Game development is a unique andinteresting field. It is fun, rewarding,and a lot of hard work. In this bookyou will get a glimpse at the developerand publisher relationship, as well asat the schedules, budget constraints,and politics that are found in thevideo game development industryEven if you are an experienced interfacedesigner, this book will provide对你的日常工作有益的建议。在读过这本书之后,你会更好的评价界面的作用。并且你会知道在那些领域,你还可以有所提高。书中我要说的原理,会改善你的设计技巧。它同样提供另使用者着迷的界面实例。hints and tricks that can help you in your daily tasks. After reading thisbook, you will be able to better evaluatethe effectiveness of an interface,and you will be aware of the areas inwhich you can improve.The application of the principles I willshow you in this book will helpimprove your design skills. It will alsoprovide inspiration to go beyond thenorm and create interfaces that captivateand entertain the user.在人们移动的时候,他们不会那么机械,人们不会做直线运动,而是做自然的弧线运动。如果你想让人体的某个部分 比如 手 臀部 甚至是头ArcsWhen people move, they do not do somechanically. Human movementdoes not occur in straight lines.Instead, natural motion occurs inarcs. If you were to trace the motionof parts of the human body, such as你应该有自己合适的方案,而不是急转弯。使用生动活泼的弧线的界面,会有操作自如的感觉。也许不是每一次都可以达到理想的效果。当然,如果你想让界面看上去有机械的感觉,那么你最好让画面长,并且避开弧线。如果你懂得两种方法的原理,你就可以很好的控制你的界面的外观了。hands, hips, or even the head, youwould notice that the motion createssmooth arcs and not sharp turns andangles.Using arcs when animating an interfaceprovides the illusion of naturalmotion. This may not always be thedesired effect, of course. If you wantan interface to appear mechanical,then it is much better to keep the animationlinear and avoid arcs. If youunderstand the effect of bothapproaches, then you can better controlthe look of your interface.Figure 11.5 shows three positions of acircle. If the motion between thesethree positions were linear, as in thetop part of Figure 11.5, it would seemvery stiff and mechanical. If themotion were more of a smooth arch, like at the bottom of Figure 11.5, it图 5月 11日,显示了三个位置的循环,如果这三个循环式直线性运动的,那么它看起来就太过机械性了,硬邦邦的,如果换成拱形的,就更自然,像下图的 5月 11日。在大多数软件中,这种电弧式的运动常常是默认的框架。如果没有预设这样的运动,你需要手动添加。很多动画软件或者应用软件同样有一个特殊的方式来画出路径并且按照路径移动其他目标。运用这样的方法,你可以保证你的对象沿着平滑的规矩移动。夸张在做创意的时候呢,夸张的动作往往会得到比预订的自然的动作获得更好的效果,你会常常吃惊动作在游戏中的夸张程度。would seem much more smooth andlifelike.This arcing movement is often thedefault method for interpolationbetween key frames in most animationsoftware. If it is not the defaultmotion, you may need to add this arcby hand. Many animation softwareapplications also have a feature todraw a path and move another objectalong this path. Using this method,you could ensure that your objectmoves in smooth arcs.ExaggerationWhen animating, it is almost alwaysbetter to make the motion a little biggerand more exaggerated than onewould expect. You will always be surprisedat how normal an exaggeratedmotion will look in the game. Choose选择你动画最重要的部分,然后你去夸大它们。在传统动画中也有很多极端的夸张。当一个拳头按照它猛击出去的(路径)返回时,如果你坚持使用原有的,也许会更接近显示,但是你可能面临单调枯燥乏味的威胁。设计转换(界面的切换)许多界面是从一个画面弹到另一个画面,这是改变界面最简单的方法,可以节省大量的时间和金钱,如果你想在你的动画中添加有特色的触摸(动画),那么它可以获得很大的成功,添加过渡,需要更多的时间和努力,但是结果会很好,是值得努力的。这些过渡应该快速,不能让使用者等待。the most important aspects of youranimation and exaggerate them. Intraditional animation, the extremeposes were often exaggerated.When afist was moved back for a punch, itwent way back. If you stick withmotion that appears to be closer torealism, you may run the risk of creatingdrab and boring motion. Youalmost cant exaggerate too much.Designing TransitionsMany interfaces pop from one screento the next. This is the simplest way tochange screens, and it can save a lot oftime and money. If you really want toadd the quality touch to your animations, a great transition between thesescreens can do the trick. Adding atransition will take more time andeffort, but the results will be wellworth the work.Transitions should be quick so thatthe user is not left waiting. There are在游戏中,有几件比缓慢变化更恼人的事情。比如字母A,第一次看可能看到过渡可能给人留下深刻印象,但是后来就让人感到厌倦,我建议把所有的过渡保留到第二层。过渡应该存在不同的复杂程度,一个字母A,简单的过渡解决方案是褪色,这个褪色效果一般是计算机程序员来实现但是程序员往往不会话太多的时间和经理去思考美观的问题。淡入淡出是一种看上去更好的屏幕弹出效果。消失(渐隐)是一种不需要花费太多金钱和时间的方式。有些非常复杂的方案也可能非常好,比如:所有的目标向不同的方向,或者以不同的速度(移动)few things more annoying in a gamethan a slow-moving transition. Acool-looking but long transition maybe impressive the first few times it isseen, but after that is just becomesfrustrating. I would recommendkeeping all transitions to less than asecond.Transitions can vary in complexity. Asimple transition solution is a fade.The fade is often done by the programmersand does not take muchtime or effort for the artist. A fade inand fade out often looks much betterand more smooth than a pop betweenscreens. Using fades is a way to have atransition without spending toomuch time and money.Some very complex solutionsthatreally look goodare possible. Forexample, all of the objects on thescreen can animate in different directions你可以在不同的窗口直接自定义切换动画,这要花费很多时间,但是效果是值得期待的。这个想法必须有计划调理,这并不总是一个案例,但是但是小的变化可以带来很多。如果你决定让画面以外的所有的按钮都能不在同一时间滑动,那看起来真的是很酷。如果你可以在按钮跟按钮直接或者按钮的上与下直接添加一帧或者两真延迟,就会出现很酷的过渡。这有许多非常酷的过渡。你可以使得所有在屏幕上的对象下降。最后一切都落幕了。(结束了)or at varying speeds. You cancreate a custom animation for thetransition between every screen. Thistype of animation can take a lot oftime, but it can look quite impressive.The motion must be organized,though. This is not always a case ofthe more animation the better, butsmall variations can add a lot. If youdecide to slide all of the buttons offscreen,itll look really cool if theydont all start sliding at the same time.You can add a frame or two delayfrom button to button or stagger thestart from top to bottom.There are many cool possibilities fortransitions. You could make all of theobjects at the top of the screen beginto fall, and as they collide with theobjects below them, the second set ofobjects begins to fall. In the end,everything falls off the screen.从某种角度所有的动画和渐隐都是有意义和影响的。Animating all of the falling and collidingin a way that everythingappeared to have weight and impactDont Make Them WaitOne of the big mistakes that new interface animators make is to create animations thattake too long. The user should never feel as if he is waiting around for an animation.Slow animations can be particularly painful to endure with transitions, as Ive said. Getthem there fast. It doesnt matter how cool an animation looksif it takes too long,dont use it.If you are new at animation, it is important to learn and understand just how fast fast is.One second is a really lon
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