During his time with G-ScalE, Manivanna developed a semi-automated approach to model, optimize, and prototype HUDs for selection-based video games. The games of choice are tower defense games.

Uniform vs. non-uniform scaling of shooter games on large displays

We present a study comparing player performance in a shooter game using two different types of scaling across four display sizes. The first scaling type used uniform scaling where increasing the display size also increased the size of all in-game elements by the same factor. The second employed non-uniform scaling where all in-game elements remained fixed in size, but the...

[Extended Abstract and Poster] Scale effects in 'bullet hell' games

We experimentally evaluate display size in arcade style “bullet hell” shooter games. Two scaling methods were compared: uniform, and non-uniform. Results indicate a strongly linear increase of performance with display diagonal size. This was more pronounced with non-uniform scaling.

Modeling HUD Layouts for Selection Based Video Games

Display technology continues to become increasingly varied, with new combinations of screen sizes and resolutions introduced every year. In order to design or adapt Heads Up Displays (HUDs) to these screens, manual design processes are preferred, since they afford designers modeling flexibility. However, there are aspects of this process that can be automated to reduce the burden on the designers....

Guidelines for Visual Scale Design: An Analysis of Minecraft

Over the past few decades, many video game devices have been introduced utilizing a variety of screen sizes and input modalities. Due to ongoing research in Human Computer Interaction, user interfaces for these games have been created specifically for each of these devices. However, it is becoming more apparent that video games will seek operate across diff erent screen sizes....