This thesis investigates the two gaming platforms PC and Console and how the interfaces of games on these platforms could be designed more efficiently making it easier to release games on multiple platforms. In other words, how could the Multiple Platform First method look. Little previous work exist on this problem so this thesis work gathers information from other industries and also research on user interfaces in games in general. By looking at games running on both platforms different best practises and common solutions were discovered. A study was conducted testing different in-game components on users. The components were selected to test if the users would accept non-traditional components since users detect when playing on an interface not intended for the platform. This makes the study very complicated since the "best" solution might not work if the users does not accept it for the intended platform. Concepts were designed to combine the testing of solutions with the users opinion of the solutions. The chosen concepts were researched both in literature and by looking at present implementations in games. To be able to user test the solutions they were iterated from low fidelity prototypes on paper to high fidelity prototypes that were playable in Unity. The prototypes were tested on users and data gathered through Think Aloud comments and questionnaire answers. This study presents a first draft of how a multiple platform approach can be achieved.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:umu-160991 |
Date | January 2019 |
Creators | Andersson, Emelie |
Publisher | Umeå universitet, Institutionen för tillämpad fysik och elektronik |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
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