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Level Up.pdf

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196 LEVEL 8 Sign Language—HUD and Icon Design<br />

• With the rise of HDTVs, developers can display higher resolution fonts.<br />

However, I have found that any font size under 18 point is very hard to<br />

read on a standard definition television. Remember that not every player<br />

has a state - of- the - art screen 17 !<br />

Remember, the goal of all of these screens is to communicate clearly and<br />

efficiently to the player. Now let ’ s move on to the good stuff: the game itself!<br />

But first, the obligatory Universal Truths and Clever ideas section …<br />

<strong>Level</strong> 8 ’ s Universal Truths and Clever Ideas:<br />

• The HUD communicates game concepts to the player.<br />

• The player should be able to access the HUD information<br />

quickly.<br />

• Keep HUD elements away from the sides of the screen<br />

and closer to the safe frame.<br />

• Design easy - to - see and read icons.<br />

• Make QTEs fair and easy to perform.<br />

• You should never have to press a button more than three<br />

times to reach anything in the game.<br />

• Don ’ t make the player dig through screens for important<br />

information.<br />

• Fonts should be easy to read: don ’ t make them too small<br />

or too fancy.<br />

• Even the most “ boring ” screens can be exciting and<br />

interesting.<br />

• Give credit where credit is due.<br />

17 The text displayed in Dead Rising (Capcom, 2006) was so small that players couldn ’ t read<br />

mission objectives — rendering the game unplayable to those with standard definition sets.

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