I designed the buy/sell trading system for an upcoming AAA open world game: a busy market that players can read, compare and act on with a controller. The game is under NDA, so the screens are rebuilt in a fictional frontier setting, but the thinking is real.
Read MoreDesigning the social backbone of a cross-platform multiplayer shooter. Turning solo players into connected ones, without letting voice chat become a liability. The complete friend-to-party journey, side by side on Switch and mobile. One mental model; two input layers.
Read MoreIn this Apex Legends UX breakdown analysis, we dive into the seamless integration of its core game loop and the intricate design of every screen, widget, and UI element.
This detailed UX design not only promotes fluid gameplay but also ensures that players can react quickly in high-stakes situations, fostering an immersive and competitive experience.
Many games allow you to customise your HUD experience via the settings, to turn off or change your HUD elements. They may even have presets such as hardcore (No HUD) settings or streamer modes. In this post, I will be looking at some console and PC games that have at good notable HUD designs, as well as some innovative ways of incorporating it into your game design itself.
Read MoreWhen you drag a file into the "Trash," nothing actually is being destroyed. It’s an abstract dance of pixels. Your folders are not really folders. Your computer is gaslighting you. The digital world is entirely an illusion. Computers don’t actually have files they have logic gates, binary code, and shifting electrical charges.
UX design is essentially the art of Human computer translation. A hidden art of Smoke and Mirrors that takes the cold mathematics and translates it into a language humans can naturally comprehend. Without this translation layer, computing would remain trapped in the hands of engineers and academics.
Read MoreThere's a moment in Silent Hill 2 that perfectly captures the genius of horror game design. You're fumbling through your inventory, desperately searching for a health drink while something unspeakable lurks just outside your flashlight's reach. But here's the brilliant part—the inventory screen doesn't pause the game. Time keeps ticking. Danger keeps approaching. What should be a safe space, a moment of respite, becomes another source of terror.
Read MoreMotivation is commonly separated into two different types, Intrinsic and extrinsic and these are important for designers to understand. Motivation can also be linked to the self-determination theory. Users can be motivated to use your product through rewards and incentives but also can be motivated by the internal personal satisfaction of using it.
Read MoreDead Space is a sci-fi horror game, where you play as Isaac Clark an engineer stuck on The Ishimuram, a ship infested with space zombies. Your job is to fix that vessel and find your girlfriend. To maximize the playing horror experience the designers crafted a fully diegetic UI that has become very influential in the gaming industry.
Read MoreWith millions of gamers facing difficulties and barriers, whether temporary or long term. Developers are seeking better ways to provide ways remove these barriers. Naughty Dog's The Last of Us Part II has been praised for its industry-defining accessibility features. So what can we learn from it?
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