Exploring Menu Generation for Small Screens and Mobile Devices

In the video game industry, there are many platforms on which to release a video game. Each platform has different features and technology for playing a game. If a game is released on multiple platforms, the game may be designed slightly differently for each platform release. The menu design is a major design component for any game. There is no...

[Poster] Effects of visual scale on selection tasks

There is a wide range of display sizes available today. Smartphones have less than 10” screens, while wall displays can span a room’s entire width. Tablets, netbooks, laptops, single monitors, televisions, projectors, and multi-monitor configurations fill the range in between these extremes. To make software run on any display size, it has to be capable of adapting dynamically to the...

Workshop proposal: Game UI design, evaluation, and user research

We propose a workshop that will solicit contributions from the game user research and human-computer interaction communities. The workshop will provide a format for discussion of issues in best practices in user research and experiment methodology, as well as technical contributions in novel game user interfaces.

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...

Serious mods: A case for modding in serious games pedagogy

In this paper, we present a case study for the use of modding as a pedagogical practice in a humanities-based game design course. In particular, this approach has been extremely beneficial as it allows students to sidestep technological barriers. In our case study, we show how two different mods of the same platformer game can allow students to engage with...

Evaluating the effectiveness of HUDs and diegetic ammo displays in first-person shooter games

We present an experiment comparing five ammunition display methods in first-person shooter (FPS) games. These included both diegetic (in-game) and heads-up display (HUD) options. HUD displays included a bar, icons, and a counter. Diegetic displays were displayed in-game beside the player’s weapon. Two diegetic displays were evaluated: a number and bullets. We compared the performance offered by each ammunition display...