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Video Game Design Composition Video Game Design Composition
Missions
Similar to the level design
outlines, the design team puts
the rooms together to create
each level. Inside each room, the
designers apply the story to create
all the elements of the
mission.
By aligning the game actions
with the story, the confl ict from
each mission will help bring the player to the fi nal victory and ultimate goal of
completing the game.
Within each mission, the designers break down each action needed to be
performed by the player. An
atomic challenge
is the smallest component of the
action. Just like the parts of an atom, these actions cannot be broken down any
further. An atomic challenge might be as simple as having the player jump over
a wall or open a chest. By combining atomic challenges, designers create sub
missions and missions. Each level in a game is typically one mission.
Sub Missions
Sub missions
are the series of activities that make up a mission and are
themselves made up of atomic challenges. A single mission may have several
sub missions. The set of sub missions completes the mission. In a game like
Star Wars Battlefront, the mission might be to defeat the enemy on the planet
Tatooine. A sub mission might be destroying the enemy tanks. Another sub
mission might be capturing a command post.
GUI Design GUI Design
A
graphical user interface (GUI)
is how the user will send and receive
information with the computer. In a windows environment, the user has icons as
graphics to activate programs. In the game, the GUI may use clickable buttons to
interact in the game environment. In a dialogue, the GUI might display a YES or
NO option. To activate it, the player will press the X button for YES or A button
for NO. In other cases, the player will move the mouse to a clickable button.
The GUI elements should match the localization plan.
Localization
is adapting
a game for a different language, region, or culture. This may also be referred to
as globalization, internationalization, or world-readiness.
HUD Design HUD Design
The
heads-up display (HUD)
is a means of displaying information to the
player during gameplay. In most games, the HUD displays more than just a
score. It may also display a mini map, ammo count, lives, aiming crosshairs,
or any other information that is overlaid on the game map. The HUD is always
displayed during gameplay. This means the player does not need to stop the
game action and check statistics.
A HUD must be designed to provide as much information as the player needs
during gameplay, but it should take up as little space on screen as possible. If the HUD
takes up too much space, then the area where the gameplay is displayed may be too
small. The player may not be able to see enough of the room to detect approaching
enemies or may need to excessively scroll around to move through the game.
CHEAT CODE: MISSION
In a video game, a mission is a large
assignment the protagonist must
complete in order to reach the end
of the game. A game typically has
several missions.