Contents
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4.1 Communication and the senses 4.1 Communication and the senses
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4.1.1 Keeping an eye on things 4.1.1 Keeping an eye on things
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4.1.2 In one ear and also the other 4.1.2 In one ear and also the other
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4.1.3 The other, spookier senses 4.1.3 The other, spookier senses
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4.1.4 Putting it all together 4.1.4 Putting it all together
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4.1.5 Sometimes the right choice is—everything! 4.1.5 Sometimes the right choice is—everything!
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4.1.6 A word on accessibility 4.1.6 A word on accessibility
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4.2 Continuous communication and HUD design 4.2 Continuous communication and HUD design
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4.2.1 What do they know, and when do they know it? 4.2.1 What do they know, and when do they know it?
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4.2.2 Layout, icons, fonts, colours, and all that other jazz 4.2.2 Layout, icons, fonts, colours, and all that other jazz
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4.3 Responsive communication 4.3 Responsive communication
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4.3.1 A quick primer on feedback 4.3.1 A quick primer on feedback
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4.3.2 Creating effective feedback 4.3.2 Creating effective feedback
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4.3.3 Packing a punch (or holding one back) 4.3.3 Packing a punch (or holding one back)
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4.4 Brief thoughts on creative direction 4.4 Brief thoughts on creative direction
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4.4.1 Authenticity and the value of in-world information 4.4.1 Authenticity and the value of in-world information
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Further reading Further reading
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Exercises Exercises
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Port-A-Game: HUD edition Port-A-Game: HUD edition
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Diegenesis Diegenesis
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Prototyping juice Prototyping juice
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Fantasy sense draft Fantasy sense draft
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Cite
Abstract
Feedback—the way a game communicates through visuals, sound, and any other means—is half of the game interaction equation. This half of game interaction is the focus of this chapter, discussing the many different ways that information can be represented. Both HUD design and the creation of responsive feedback through things like sound and animation are discussed throughout. Starting with an exploration of the different sensory channels available to designers, the chapter moves on to explain different ways to tackle common challenges, like representing numeric information intuitively at-a-glance. It also examines what determines the success of feedback design in terms of accessibility and artistic value.
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