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Video game mechanics: A Beginner’s Guide

Logic Simplified

There is one area every game designer must focus on to ensure that their games are captivating enough to entertain and provide an impactful experience to the user: game mechanics. When creating a new game, video game mechanics are often considered the most important factor. What are game mechanics?

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Game art vs game design: What is the difference?

Logic Simplified

Video game development is a collaborative process that involves various people with specialized skills. The two most critical roles in this process are game artists and designers. Since most of us are unaware of the process of creating a game, we usually confuse game design and game art as being the same.

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Making A Better Card Feel Worse With UX

Tom Francis

Every time I did, I’d have moments where I’m dealt those 6 cards, the game says “Choose one to discard”, and my instinctive reaction was a nonsensical whine of: “But I don’t want to!” Slay’s power comes from a card called Tools of the Trade, and I never take it anymore.

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What Is Functionality Testing and Why Is it Crucial for the Success of Your Game? 

iXie gaming

The process of developing a game doesn’t end with coding and design. Testing the end product is crucial to ensure it delivers a seamless user experience (UX) and meets the industry requirements & standards. Several testing techniques are used to test the game’s readiness for release. What is Functionality Testing?

UX 52
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It seems in competitive games with a healthy pro/esport community, balance is often different between the pro and casual levels. E.g. Class A tends to dominate Class B at the pro level, but Class B tends to dominate Class A at the casual level. If you try to make Class A relatively more powerful to make the experience better the majority of players, it will only exacerbate the imbalance among the minority of pros (which damages the health of the pro community). How do you prioritize/negotiate?

Ask a Game Dev

I might make UX modifications to encourage the player to choose the right move to use in the given situation. Similarly, if I wanted to isolate changes at the pro level, I would look to modifying game factors that have very high execution and/or strategic requirements to perform.

UX 52
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It seems in competitive games with a healthy pro/esport community, balance is often different between the pro and casual levels. E.g. Class A tends to dominate Class B at the pro level, but Class B tends to dominate Class A at the casual level. If you try to make Class A relatively more powerful to make the experience better the majority of players, it will only exacerbate the imbalance among the minority of pros (which damages the health of the pro community). How do you prioritize/negotiate?

Ask a Game Dev

I might make UX modifications to encourage the player to choose the right move to use in the given situation. Similarly, if I wanted to isolate changes at the pro level, I would look to modifying game factors that have very high execution and/or strategic requirements to perform.

UX 52
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Little Racer – Design

The Knights of Unity

As we wanted to keep the game simple but also very dynamic, we needed to be very creative while designing the tracks in order to make them differ significantly. Another task that required a lot of attention was balancing the game. One of the tasks that were particularly challenging was level design.

Racing 52