Quit game communication

This will be short 🙂 Everyone be here: Why this pattern still exist? Is really that hard to change to provide small change? f.e.

UX sense of the game

In this post, I wanted to present the main assumptions of Player Journey Map. But I found that this picture would be incomplete without fully understanding the meaning of the game. Why do we play and what is most important to us? Quest for the Holy Grail Holy Grail after Monty Python. The title chalice… Continue reading UX sense of the game

Outriders: UX Game Review

I don’t like shooters, and I don’t like broadly understood SF either. That’s why I didn’t wait for Outriders. Another game. Despite the fact that I was very prejudiced, the game stole my heart after a few hours. People Can Fly studio introduces several brilliant solutions that positively affect the broadly understood Player Experience. There… Continue reading Outriders: UX Game Review

Game UX Heuristycs #4: Error prevention

Error prevention is one of Norman Nielsen’s fundamental heuristics. Developed more than 20 years ago, they continue to provide a foundation for creating useful digital products. For games, this heuristic has an additional bottom. In this post, I will describe how the universal heuristic to prevent player error is of additional importance in the gaming… Continue reading Game UX Heuristycs #4: Error prevention

Game UX Heuristics #1: Control & Consistency

In this post I’ll write about why consistency, should be a key principle when designing in-game experiences. It applies to both interferers and controls. Although it seems the easiest to implement, even the biggest productions don’t have bugs in this plane. Consistency – the essence of positive UX The faster a player masters a game’s… Continue reading Game UX Heuristics #1: Control & Consistency

Player experience – introduction

Over the last few years we’ve seen the rise in popularity of phrases like Customer Experience, Business Partner Experience, Whatever Experience. I wrote that Customer Experience is not only a superfluous buzzword, but also a damaging phrase for the industry as a whole. With players, however, it’s different. The player experience should be viewed a… Continue reading Player experience – introduction

Experience bugs in games #1: Assassin`s Creed Valhalla

This is a post I wrote over a month ago on my blog in Polish. Since the post is still relevant (not because of bugs, but because it’s a great game:) I’m uploading the translation here. Game interfaces are still being neglected. In the case of website and application design, we see constant progress when… Continue reading Experience bugs in games #1: Assassin`s Creed Valhalla