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Playground Games leaders form new AAA studio Maverick Games

GamesIndustry.biz

Some of the leaders behind the Forza Horizon series have formed a new AAA games studio in Leamington Spa called Maverick Games. He is joined by other ex-Playground veterans including executive producer Tom Butcher, CTO Matt Craven, content director Gareth Harwood and audio director Fraser Strachan.

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She Got Game on cultivating a thriving environment for female game developers

PreMortem.Games

“As I travel across Africa creating games, there’s something everyone seems to agree on…” says Bethlehem Anteneh , a trained architect, co-founder of SOSTLab and the moderator of the She Got Game panel at Africa Games Week (AGW). Think of a bar where 90% of the people are men.

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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. This is when information architecture and interaction design became essential in UX practice. With UX taking centre-stage, could user-centered design be far behind?

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Everything you never wanted to know about burnout

GamesIndustry.biz

Crunch, working conditions, and mental health have been topics of frequent discussion in the games industry for years. At last month's Game Developers Conference, a panel of personal and professional experts discussed the subject at length. Read more

UX 98
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Game art vs game design: What is the difference?

Logic Simplified

Video game development is a collaborative process that involves various people with specialized skills. The two most critical roles in this process are game artists and designers. Since most of us are unaware of the process of creating a game, we usually confuse game design and game art as being the same.

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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?

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You’ve said before that modern games, even single player, will track player data. What sorts of things are actually logged? What do you think are some of the things players would least expect to be tracked?

Ask a Game Dev

You know how achievements often require a bunch of very seemingly-arbitrary conditions to meet, like visiting Calendar Man at several major holidays in one of the Batman Arkham games? I think most players don't really understand how much tracking we do for UI/UX.

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