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Study Guide

DD220- Midterm Exam Guide - Comprehensive Notes for the exam ( 29 pages long!)


Department
Game Design & Development Program
Course Code
DD220
Professor
Scott Nicholson
Study Guide
Midterm

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WLU
DD220
MIDTERM EXAM
STUDY GUIDE

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DD 220 WEEK 2 THE
DESIGN OF EVERYDAY
THINGS
Human centric design – a way of putting the user (human) first
Discoverability – when you look at something, you should know what to do. Key component of good game
design, sometimes a vast open world can be too confusing. Instead, there are ways of designing levels and
tutorials that can encourage discovery
Components of discoverability
Affordances – looking at the relationship between the user/person and the object that determine
how the object can possibly be used ex. Learning how to wall jump in Super Meat Boy
Signifies – any sensory way that hints the person at how to use the object
Brantford@radiolaurier.com
Affordances
1. Open
2. Turn on
3. Go through
Signifiers
1. Sound feedback (pressure release sound), high res door
2. Click
3. Doorway
Survival horror game – to find the door you are supposed to go through, one door may be more high res than
other doors and there would be a sound when you open it. When you go through the door, the room will be
dark to the point that you can’t see what you need to see, that is your signifier to turn on the light in the
room, the affordance would be a light switch on the wall or a flashlight, etc. as you move onto the next room,
affordance of going to that next room would be signified by an open doorway
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Terms
Discoverability – way of describing things in a way that encourages users to explore
oAffordances
oSignifies
Human centered design – put the player first in your design, put yourself in their shoes
Augmented reality games
Locative media
Constraints – design elements that limit or inhibit behavior in order to produce the desired interaction
Some constraints in games - Doors you can’t go into in open world games, 10 bullet limit in The Last of US,
games don’t let you use your weapon in certain situations, difficulty levels/modes that further constraint the
game (survival), health, MP, action points/skill points, moves
Mappings – represent a correlation between a control and its result or effect ex. Mapping skills to a button or
mapping controls on a controller. Board games with mapping: monopoly (board mapped out so you know
where to go), Jenga (the blocks represented the structure being built)
Feedback – communicating the results of an action (Norman). Games are fundamentally about feedback:
player interacts with the game so without feedback, there would be no sense of progress whatsoever,
feedback loop wiuth the player helps them get better at the game
Conceptual model – a mental model of how an object functions
Conceptual models do not need to be accurate for people to operate the object
However, faulty & erroneous models can lead to frustration, injury, and even death
Video games rely heavily on conceptual models ex. AI in games, well designed games make Ai
complicated and a good challenge
Design workshop – change the rules
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