Arts - The process of designing intuitive UI (David Candland - EA)
Formation créée le 24/07/2023. Dernière mise à jour le 29/10/2024.
Version du programme : 1
Programme de la formation
In this training you will learn about design processes, tools, and tips for creating game user interfaces that players can navigate and use by instinct. As a UI designer it is our job to do the heavy lifting, figuring out how to distill complex information and interactions into the essentials that will elevate the player experience. In this course we will discuss the means to accomplish this goal.
Objectifs de la formation
- Learn about various methodologies for designing and refining the player experience as you develop your game interface.
- Learn how to better analyze the experience from case studies, making mistakes, and using critique.
- Gain insights on designing for localization, accessibility, and ease of use.
Profil des bénéficiaires
- UI Designers
- UX Designers
- UI Artists
- Producers of UI teams
- Some experience in game development is preferred, but not required
Contenu de la formation
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The design process
- My design process
- Tools for refining design
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Tools for improving UI features
- playtests, data mining, usability studies, internal feedback
- Localization, accessibility, and player experience
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Giving feedback and receiving criticism
- What is critique?
- The importance of diverse teams
- Giving feedback
- Receiving feedback
- Dealing with difficult situations
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10 simple tips
David’s childhood was largely spent drawing pictures in high school class and blowing pocketfuls of quarters at the local arcade. His high school guidance counselor told him that he would never get anywhere pursuing art or video games as careers. After receiving degrees in graphic design at BYU-Idaho and interactive design at the ArtCenter College of Design, he went on to work at companies like Microsoft and Cendant doing interactive and web design. He also taught visual arts at the Art Institute of Seattle and Bellevue College. Eventually, he wound up at Bungie, designing the user interfaces for Halo, Halo 2, Halo 3, Halo 3: ODST, Halo: Reach, Destiny, Destiny 2, and the upcoming Wonder Woman game. He was instrumental in helping define the party and lobby systems, as well as the gamepad cursor now so prevalent in online console gaming. Most recently he has been working on the interface for the recently announced Black Panther game at EA in the newly formed Cliffhanger game studio, and relishing the fact that he proves his high school guidance counselor wrong on a daily basis.
- Feuilles de présence.
- Questions orales ou écrites (QCM).
- Mises en situation.
- Formulaires d'évaluation de la formation.
- Certificat de réalisation de l’action de formation.
- Accueil des apprenants dans une salle dédiée à la formation.
- Documents supports de formation projetés.
- Exposés théoriques
- Etude de cas concrets
- Quiz en salle
- Mise à disposition en ligne de documents supports à la suite de la formation.
Qualité et satisfaction
Modalités de certification
- Délivrance d'une attestation