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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? So let’s get started.

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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 must work closely with other development team members, like developers and artists, to guarantee that the video game mechanics and elements work together smoothly.

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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. Black Box Testing Black box testing lets testers examine and explore the game features extensively. Functional testing verifies that your game’s core features and functions work as intended.

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Hogwarts Legacy: The Good & the Bad in a Magical World

iXie gaming

There was footage of the common rooms and brand-new gameplay that was released earlier this month- which gave an insight into the game mechanics, setting, and characters to an extent. Each of the common room trailers features the player wearing a house-specific variant of their robes. Morality System, Quidditch & Exclusive Content.

Editing 52
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The Secret Behind Building a Great Mobile Game

Big Games

The players should intuitively understand the mechanism of the game and get engaged with the gameplay within a few minutes they start playing the game. Appealing UX/UI of A Game. To make the game innovative and fresh, you have to make few updations in the game at regular intervals, like adding content, levels, features, or characters.

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Kyzrati’s Game Design Philosophy

Grid Sage Games

That’s just the core mechanic, and about the smallest vision you can have (which is actually what I recommend when starting to build a roguelike ), though even then my vision included an immersive interface and using sensor data to help navigate a living world occupied by both hostile and non-hostile robots. .” Difficulty.

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Is Clash Mini good enough for global release?

Deconstructor of Fun

The main reasons are (1) that the open positions are for systems & liveops design, and multiple artists; and (2) that the game RPD looks flat, which points out to a lack of content and endgame systems. Ultimately, it seems that the strategy has been around completing the game with side mechanics and not touching the core.