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Modeling HUD Layouts for Selection Based Video Games

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Display technology continues to become increasingly varied, with new combinations of screen sizes and resolutions introduced every year. In order to design or adapt Heads Up Displays (HUDs) to these screens, manual design processes are preferred, since they afford designers modeling flexibility. However, there are aspects of this process that can be automated to reduce the burden on the designers. In order to help designers, this thesis presents a semi-automated approach to model, optimize and prototype HUDs for selection based video games. Specifically, this solution produces HUD layout prototypes that are ideal for tower defense games. This approach consists of an algorithm operating with a task efficiency model, which enables flexible modeling capabilities with automated evaluation. The result helps reduce the development time and cost of creating these HUDs. In addition, this work demonstrates the viability of using semi-automated techniques in the design process of video game HUDs.

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