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PRODID:the-magic-unicorn
CALSCALE:GREGORIAN
BEGIN:VEVENT
DTSTAMP:20261004T213620Z
UID:THU-eyJfcmFpbHMiOnsiZGF0YSI6ImdpZDovL3RodS11bml2ZXJzZS9DYWxlbmRhci8zMzc
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DTSTART;TZID=Europe/Lisbon:20250516T070000
DTEND;TZID=Europe/Lisbon:20250516T073000
DESCRIPTION:In 3D games we see many types of user interfaces. From the 'Met
 a' & 'Diegetic' which are immersive player character facing interfaces gro
 unded in our game's narrative\, to the 'Abstract' which are non-diegetic i
 nterfaces presented directly to our players. These two interface types are
  complimented with 'Spatial' player facing interfaces shown in the player 
 character's 3D space balancing both extremes.  In this talk I will des
 cribe a method of quantifying the player's 'Presence' with regards to seco
 nd-to-second gameplay\, I will then define the types of UI that are at our
  disposal\, finally I will present a case study applied to a fictional gam
 e (created for this talk) to demonstrate how we can select the best type o
 f UI to present to our player according to the context they are in.  Y
 ou will see 2 case studies from popular games\, as well a case study cover
 ing a fictional abstract AAA open world game created for this talk and how
  the UI is structured from the ground up while best respecting immersion i
 n our game world and giving the game's core systems room to breathe.
LAST-MODIFIED:20250429T141554Z
LOCATION:Creativity Stage
STATUS:CONFIRMED
SUMMARY:Presence in Practice: Affinity vs. Contrast in Video Game UX
URL;VALUE=URI:https://www.trojan-unicorn.com/village/spaces/45-career-camp-
 2025/schedule/events/38251-presence-in-practice-affinity-vs-contrast-in-vi
 deo-game-ux
END:VEVENT
END:VCALENDAR
