article thumbnail

UX/UI

The Art of the Game

Lately, I’ve been deepdiving into UX / UI – while I ‘can’ do graphic design, I’m much more of a get the idea out and its done. Old, boring UI In my random bits of knowledge – I kept feeling like my mobile game just wasn’t good enough – it was distracting me. Much neater!

UX 98
article thumbnail

Hello, can I ask how difficult is for developers to add accessibility features to games? I am aware it probably varies by type. Recently, I asked if a sound only minigame in one video game could be reworked to add visual cues, as I am deaf. Lot of other fans harped on me its too much work for little gain, too difficult, that it takes away precious developers time, etc. So now I wonder how complicated such thing actually is and how devs view it. Thank you.

Ask a Game Dev

However, you're also right in that we on the dev side should be thinking about better ways of doing this - there isn't only one solution to these problems. Remember, the cost of any change in game development is directly proportional to how close that change is to shipping the game.

Dev 64
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

Let’s say someone becomes a game developer, but realizes the gaming industry is not for them for whatever reason. What opportunities there for game developers, particularly designers, outside of the video game industry? I imagine one of them is your former job at the gambling industry.

Ask a Game Dev

You are correct in that it is possible to transfer that body of knowledge over to the other gaming industry that is casino machines. Beyond that, here are some other roles that game design skills could transfer to. Tabletop, board, or card game design. It's still game design, just not in video games.

UX 52
article thumbnail

Why Gamification Makes Everything Else More Fun

Brand Game Development

The concept is simple: through gamification, you take the elements we associate with games – point scoring, competition, rules – and apply them to something else. Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators. This cycle then repeats. What’s the point?

UX 130
article thumbnail

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
article thumbnail

When mass layoffs happen, how is it decided who gets the axe and who gets to stay?

Ask a Game Dev

For the really massive games (the kind with multiple studios working on them, like Call of Duty) there's the chance that entire studios or subteams (e.g. the DMZ subteam on Call of Duty) can get eliminated if the decision is made to cut further support for the game mode. For everybody else, there's the group quotas and value ranking.

UX 52
article thumbnail

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