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The Basic Fundamentals of Game Design

Logic Simplified

In this article, we'll explore some key building blocks of game design fundamentals. UI/UX in Game Design User interface (UI) and User Experience (UX) are two critical aspects of game design that are often overlooked. Similarly, a good UX design ensures that players have a smooth and enjoyable experience while playing your game.

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Godot 3.4 is released with major features and UX polish

Mircosoft Game Dev

Core: Promote object validity checks to release builds. macOS: Mono universal build, GDNative Framework, notarization. Promote object validity checks to release builds. This has a theoretical performance cost for release builds, but it was found not to be significant. Large files support (> 2.0 Frame delta smoothing.

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The Secret Behind Building a Great Mobile Game

Big Games

There were days when the game developers had to build a flawless game and launch it in the Play/App Store, and the rest was taken care of by the users. Building a Riveting Mobile Game. When you are able to find out the answer to all these questions, you will definitely be able to build a mobile game that is simple and easy to use.

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Tips that Will Guide You to Build Successful iPad Game Development

Big Games

Amazing UX/UI. Make the UX/UI understandable for the users. . You can build an action game or a strategy game with a fascinating storyline that enhances the characters and objects of the gameplay and the players become addicted. The main aim should be on building the best game and decide on the monetization strategy later. .

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Guest post - “Small Team, Big Project”: Building Moonwards

Mircosoft Game Dev

In this guest post, some members of the Moonwards team give us insights into how they approach building such a complex project with Godot. Moonwards is the experience of building a world together. We have Archetypes, we have decoupled Entities, and simple, predictable building blocks. Yes, we know that’s awfully ambitious.

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Game art vs game design: What is the difference?

Logic Simplified

They work closely with game designers as well as developers to build a well-designed and visually attractive game. Environment artist An environment artist creates a fantasy game world by adding buildings, landscapes, colorful backgrounds and props that match the game design.

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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

In such situations, it's important to figure out why professional players are able to realize so much more potential with a particular class/character/build/etc. I might make UX modifications to encourage the player to choose the right move to use in the given situation. while more casual players cannot.

UX 52