This will be short 🙂 Everyone be here: Why this pattern still exist? Is really that hard to change to provide small change? f.e.
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Fire up your games on shitty gear
I have already written about the availability in game design, among others here. Now I would like to focus on one aspect that is often overlooked by creators. The equipment on which your player runs the game may differ significantly from yours. Keep that in mind. However, it is hard to believe that some game… Continue reading Fire up your games on shitty gear
Casual gamers – its not gamechanger
The games are made for gamers. For real fans. Those who live in the industry and know what titles they will play one year in advance. That’s the way things are, but in recent years a “new segment” has emerged that is changing the rules of the game a bit in our industry? Nope There… Continue reading Casual gamers – its not gamechanger
Mobile game project: Hacker Dungeon
In this post, I will share the last project we are working on. We are committed from the very beginning and sincerely believe in the success of this project. Starting from the needs, through ethnographic research and building a real roadmap without unnecessary fountains – all this will translate into the success of this project,… Continue reading Mobile game project: Hacker Dungeon
Child – almost perfect Game UX Tester
In this post, I will describe how to define game testers and why children are often very good and sincere players. Why we should observe how children play and how it should affect game design? Well… let’s start with the basics: You are not like your players This is one of the experience design heuristics.… Continue reading Child – almost perfect Game UX Tester
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
UX Myths that game designers should keep in mind # 1
A lot of UX myths have arisen in user experience design. Some of these myths begin to perish dangerously in the design of player experiences. It is worth talking about it out loud now so that we are aware of it. In this post, I will briefly introduce some myths, as well as how game… Continue reading UX Myths that game designers should keep in mind # 1
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 #3: Personalization
In this post, I will describe how the game should support the player through broadly understood personalization and its consequences. Players’ habits Different players have different habits. The settings allow you to minimize the barrier between the player and the game world. In this way, we will enable decisions to be made at the “attack”… Continue reading Game UX Heuristics #3: Personalization
Game UX Heuristics #2: Accesibility
Accessibility in games is being talked about more and more, but still not enough in my opinion. As game developers we have full access to tools that will minimize accessibility issues for our products. But still the topic is underestimated. Why? Why accessibility in games is important One in five gamers has a major or… Continue reading Game UX Heuristics #2: Accesibility
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 #2: Cyberpunk 2077
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. Cyberpunk – a great game that shows that marketing should not mess with the roadmap. At the beginning of… Continue reading Experience bugs in games #2: Cyberpunk 2077
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