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The Interaction Design Research On Backpack And Pickup System Of Battle Royale Mobile Games

Posted on:2019-12-12Degree:MasterType:Thesis
Country:ChinaCandidate:X T FengFull Text:PDF
GTID:2428330545965006Subject:Art and design
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With the rapid development of the Internet age,games rely on different platforms and forms to gradually enter people's lives.In the mobile Internet,mobile games have become one of the main ways people spend their time fragmenting.In the online game revenue report for 2017,it is shown that the mobile game revenue is ranked above the web game for the first time to form a major mainstream entertainment method.The hardcore requirements of online games have caused many users to transfer to mobile games.In order to attract more diverse groups,many domestic and foreign game developers have begun to invest in the classic end-user themes,and mobile game tours have become the focus of game companies.In recent years,nearly 78%of players in China have purchased the game"Playerunknown'sBattlegrounds",and the domestic "WINNER WINNER,CHICKEN DINNER!" boom has continued to rise.The type of game belongs to the PC game.It's market and configuration requirements increase the threshold for gaming experience.Many users cannot experience it because of unsatisfactory conditions.Therefore,it has made the Battle Royale Mobile Games become an inevitable direction.However,at the embryonic stage of the development of domestic Battle Royale Mobile games,there are complicated and varied operating modes and perfect functions on the PC.The migration of the system to mobile games has become a crucial issue in the game development process,and the backpack system and picking function that run through the Battle Royale Mobile Game have become a top priority.The research content of this topic is mainly divided into three parts:Firstly,research and analysis of the backpack system and the picking function from the"three levels of design" for the Battle Royale endgame products and the classic mobile game products,and summarizing different products and platforms Core design features for the same features.Secondly,combined with the product positioning of the project,through the in-depth analysis of the expectations of the user for the Battle Royale Mobile Game backpack and picking up,a new design method for the mobile game tour of the end-users-"ISI" design principle was proposed.Finally,this design principle is practiced in the interactive design of the"Terminator 2" backpack and pickup system.The starting point is the user's mobile game habits and the user's needs for the mobile game system,creating a more convenient and complete operating experience for the user.At the same time,and constantly explore the design to provide users with immersive gaming experience,reduce interference and interrupted design.Designed specifically for the Battle Royale's backpacking system and picking features,it strives to provide a better user experience."Terminator 2" as the first Battle Royale Mobile Game,the interaction design of its backpack system and picking function theoretically refers to the game interactive design principles,the three levels of design,cognitive psychology theory about the user's behavior habits,combining Analyze the game operation habits and the functional requirements of the project itself,propose a design method suitable for mobile game tours,and use the handle as the core of the interaction design of the game,creating a brand new,more user-friendly and user-friendly experience.In the project development process,reasonable development process,design details and innovations can be used for similar game projects.
Keywords/Search Tags:Game Interaction Design, User Experience Design, User Behavior Habits, Backpack and Pickup System
PDF Full Text Request
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