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5 Dominant UX Design Principles Which Are Here To Stay

Logic Simplified

The Origin of UX Design The origin of User Experience (UX) design can be traced back to the 1940s, when Human Factors Engineering, or Ergonomics, emerged. The idea was to apply user psychological and physiological principles in the engineering and design of products, processes, and systems.

UX 45
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Upcoming Panel at SXSW Online 2021

Game Design Aspect

Meet the panelists: Sande Chen is a writer and game designer with over 15 years of experience in the game industry. She is the author of the award-winning Game Development Essentials: Mobile Game Development and the Official GameSalad Guide to Game Development. Matthew Farber, Ed.D.

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Flavored by Authenticity: How Personal Experiences Amplify Narrative

Game Design Aspect

Matthew Farber, Juliana Loh, Kimberly Unger, and I headlined the Georgia Game Developers Association CIMFest last year with this powerful panel exploring how personal experiences empower narrative writing. Juliana Loh Juliana Loh is an independent Producer/Artist whose background includes branded entertainment, UX and art direction.

Writing 52
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Upcoming CIMFest Keynote: Flavored by Authenticity

Game Design Aspect

Roundtable: Creating Non-Toxic Gamer Communities (1 PM Eastern) What game design principles can be used to promote friendlier and harassment-free communities? Join us for a discussion on what strategies game designers can use to create safe virtual spaces that are enjoyable for all players.

Writing 52
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A comprehensive guide to in-demand roles in film and games

CG Spectrum

3D Modelling 3D Animation FX Concept Art 2D Animation Game Design Game Programming 3D Modelling: Shaping Virtual Worlds “3D modelling is a rewarding career where you get to bring concepts and 2D imagery to life, sculpting personality and story into characters, objects, and environments.

Film 52
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Kyzrati’s Game Design Philosophy

Grid Sage Games

Recently a player asked me a question regarding my game balance philosophy, and while I can often respond to queries by pointing to some previous article, despite all my writing and no doubt occasionally touching on related topics, I had yet to explicitly do any sort of summary of the philosophy behind my gamedev work. Difficulty.

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How to Scale A Games Company | Travis Boatman, Gigi Levy-Weiss, & Kristian Segerstrale

Deconstructor of Fun

Now it's moved to concepting. And, you know, when we founded our company and one of the very first things we did before we ever raised money or ever did service work was we made the images of our game. And basically, it's a storytelling game where you basically write a story with the A.I. You need the UX to work.

Games 52