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Making A Better Card Feel Worse With UX

Tom Francis

I think you could make Slay’s power dramatically better purely with UX changes: – You’re dealt your normal 5 cards. ” With the existing UX that can never happen, since there’s no concept of which card is the ‘extra’ one. . – The extra card is shown in the center of the screen.

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Video game mechanics: A Beginner’s Guide

Logic Simplified

Our game design team conceptualizes, implements, and manages gameplay systems that produce addictive game loops, an enjoyable flow state and a risk/reward balance. Work closely with User Experience (UX) and User Interface (UI) designers to improve the player interface. Game Designers' role in video game mechanics 1.

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

iXie gaming

Testing the end product is crucial to ensure it delivers a seamless user experience (UX) and meets the industry requirements & standards. However, as time-consuming as it may be, it is crucial to ensure your game meets industry requirements while preventing UX pitfalls. Therefore, it determines its success in the market.

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. For example, if we wanted to make Class A from your example perform better against Class B at the casual level, we don't necessarily have to modify the power of Class A or Class B.

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. For example, if we wanted to make Class A from your example perform better against Class B at the casual level, we don’t necessarily have to modify the power of Class A or Class B.

UX 52
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Game art vs game design: What is the difference?

Logic Simplified

UI/UX artist A UI/UX artist creates the visual aspects of a game’s user interface, menus, icons and other interactive components. Game designers work on concepts, systems, player progression, balancing and level design.

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Little Racer – Design

The Knights of Unity

Another task that required a lot of attention was balancing the game. One of the tasks that were particularly challenging was level design. We had to make car statistics and conditions for achievements and unlocking levels work together smoothly, while keeping the difficulty level at medium.

Racing 52