designing games for windows

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Designing games for Windows . Shai Hinitz Sr. Program Manager, Windows Gaming 2-106. Session agenda. Attention and engagement inside and out Interaction models Exploiting Windows features Individual and social connectivity. Cycle images and game information - PowerPoint PPT Presentation

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Designing games for Windows

Designing games for Windows Shai HinitzSr. Program Manager, Windows Gaming2-10610/30/2012Windows Azure1 2011 Microsoft Corporation. All rights reserved. Microsoft, Windows, Windows Vista and other product names are or may be registered trademarks and/or trademarks in the U.S. and/or other countries. The information herein is for informational purposes only and represents the current view of Microsoft Corporation as of the date of this presentation. Because Microsoft must respond to changing market conditions, it should not be interpreted to be a commitment on the part of Microsoft, and Microsoft cannot guarantee the accuracy of any information provided after the date of this presentation. MICROSOFT MAKES NO WARRANTIES, EXPRESS, IMPLIED OR STATUTORY, AS TO THE INFORMATION IN THIS PRESENTATION.Attention and engagement inside and outInteraction modelsExploiting Windows featuresIndividual and social connectivitySession agenda

2Cycle images and game informationInvite back and engage for longerShow scores, achievementsDisplay turns, challenges, matches, missionsSecondary tile pinning for checkpoint or concurrent sessionsActive even while game is notServed by Windows Live scaleSquare tiles and desktop application tilesTiles

3NotificationsAdditional engagement opportunities inside your gameDisplay popup toast to communicate:High scores, achievements, challenges or updatesGame information (your turn, new DLC available)

4

Splash screens and extended loadingHand off from platform Start screen to game introProvide an extended splash screen for launches greater than 3 secondsEngage by showing progress while loading assets

5Landing pageHub (hierarchical) for multiple experiences LeaderboardsAchievementsThemesConsistent scrolling directionSemantic (pinch) zoomLayout and navigation

6Flat for focused gameplay (boards, puzzles)Begin right awayOn screen controlsApp bar for secondary controls

Layout and navigation

7

Gameplay interactionsDirect manipulation via touchTouch and gesturesKeyboard or mouse enabledDynamic input-mode transitionsOn screen primary controlsSecondary controls in the app barOpportunities for monetization

8Input and sensorsNew breed of interaction opportunities beyond mouse and keyboardMulti-touch, swipes, and defined gesturesAccelerometers can be used for steering cars or tilting game elements Device movement to rotate a character or a camera viewpointSensor Fusion to enable precise orientation and location dataShake to defend from enemies or reset Light sensor to change the mood or lighting of a games rendering Microphone or camera to integrate environmental elements 9Contract charmsBetter together; Branding and engagement opportunityShare/Search: score, achievements, items, game playShare/Search: initiator or providerContext sensitive

10Hand of cardsLetter tiles for word gamesBattle shipPlay To: extend for secret screen

11SettingsArrange in logical groups Options: difficulty levels, audio levels, game preferencesPrivacy policy: protection of personal data and liability Help: context sensitive tutorials, hints, support and contact informationAbout: developer, publisher, version, buildLogin: Sign in/out or switch gamer serviceCredits: kudos, thanks and production babiesReal time slidersStandard or branded UI

12View states and orientation changes Full screen, full bleed, border and menu freeSnap View: 320 pixels offer secondary engagementFill View: 1366 320 = 1046 (4:3) maintain primary engagementPortrait View: optional consider rotation animationApp bar considerations for each case

13Pausing the gameLoss of focus or view changesCareful about rotationApp bar swipes (or RMB)Toggle play/pause controlMinimal or total obfuscationCountdown to return

14Roaming across devicesPLM State managementCheckpoints and background game play saving Play, pause, resume experiencesContinuous gameplay across devicesConsistent settings and options

15

Player accountsConnect to gaming servicesTracking players progressLink to social networkFriction-free commerceLeverage Microsoft ID federation

16Next steps and additional resourcesCheck out design resources on MSDNCheck out other Gaming sessions 3-107 Core Technologies for Windows 8 Games 3-110 From zero to hero! Building a Windows Store game in HTML5 3-111 Gaming reimagined: Gaming Case Studies 3-113 Graphics with the Direct3D11.1 API made easy Explore modern gaming interactionsCreate new and unique experiencesReserve your game name Get a developer account

17Thank You!

Q&A18Develop: http://msdn.microsoft.com/en-US/windows/apps/br229512 Design: http://design.windows.com/ Samples: http://code.msdn.microsoft.com/windowsapps/Windows-8-Modern-Style-App-SamplesVideos: http://channel9.msdn.com/Windows

ResourcesPlease submit session evals by using the Build Windows 8 appor at http://aka.ms/BuildSessions 2012 Microsoft Corporation. All rights reserved. Microsoft, Windows, Windows Vista and other product names are or may be registered trademarks and/or trademarks in the U.S. and/or other countries.The information herein is for informational purposes only and represents the current view of Microsoft Corporation as of the date of this presentation. Because Microsoft must respond to changing market conditions, it should not be interpreted to be a commitment on the part of Microsoft, and Microsoft cannot guarantee the accuracy of any information provided after the date of this presentation. MICROSOFT MAKES NO WARRANTIES, EXPRESS, IMPLIED OR STATUTORY, AS TO THE INFORMATION IN THIS PRESENTATION.