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In today’s dev blog, we’d like to share the main goals and inspirations for the UI/UX design in Crossroads 2. It's been a while since the announcement and we're ready to share some new details about the sequel to Crossroads Inn!
Normally our Beta 1 release notes summarize all the most exciting changes from the previous dev releases. You can now export typed dictionaries from scripts and benefit from a much improved Inspector UX to assign the right keys and values. Input Input saw a lot of incremental improvements and polish this dev cycle.
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. I might just be getting the hang of this dev stuff. The post UX/UI appeared first on The Art of the Game. Much neater!
For that reason, I’ve brought in Sean Fallon, Founder & CEO of Smunchy Games and User Experience (UX) Designer extraordinaire. His background in UX has given him a keen sense of what motivates people to take action. Playtesting in this stage of game design is related to user research in UX design. A Practical Example.
I think most players don't really understand how much tracking we do for UI/UX. Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ Join us on Discord ] and/or [ Support us on Patreon ] Got a burning question you want answered?
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. Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ They're not wrong in that building such things isn't free.
See this demonstration made by MewPurPur : Improved ColorPicker UX ( GH-62910 ). The second part of her work has just been merged, and should significantly improve the ColorPicker’s UX. GUI: Improve ColorPicker UX ( GH-62910 ). You can read more about it in the GSoC 2022 progress report. NET 6 build (C#, GDScript, GDExtension).
See this demonstration made by MewPurPur : Improved ColorPicker UX ( GH-62910 ). The second part of her work has just been merged, and should significantly improve the ColorPicker's UX. GUI: Improve ColorPicker UX ( GH-62910 ). You can read more about it in the GSoC 2022 progress report. NET 6 build (C#, GDScript, GDExtension).
All Godot contributors are delighted to release our latest milestone today, Godot 3.4 , after more than 6 months of development! While most development focus is on our upcoming Godot 4.0 release, many contributors and users want a robust and mature 3.x
Associate Development Manager Co-op/Internship - Summer 2025 (Sports FC QV) Game Product Manager Intern (Summer 2025) Music Intern EA Sports FC Franchise Activation Intern Associate Character Artist Intern Client Engineer Intern Visual Effects Co-Op Associate Environment Artist Co-Op (Summer 2025) Game Design Intern (Summer 2025) Game Design Co-Op (..)
Files: Improve UX of drive letters ( GH-36639 ). The download links for dev snapshots are not featured on the Download page to avoid confusion for new users. C#: Sync csproj when files are changed from the FileSystem dock ( GH-37149 ). C#: Replace uses of old Configuration and update old csprojs ( GH-36865 ).
That might mean working on combat, quests, cinematics, narrative, itemization, UX, enemies, levels/environments, or any of a number of other specialties. Indie devs can't just come up with the ideas for the rest of the team to build them out; there just aren't enough people to handle that kind of workload.
Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ 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.
Editor: Improve the editor feature profiles UX ( GH-49643 ). Editor: Improve the UI/UX of the Export Template Manager dialog ( GH-50531 ). The download links for dev snapshots are not featured on the Download page to avoid confusion for new users. Editor: Improve 2D editor zoom logic ( GH-50490 , GH-50499 ).
When the studio/game isn't getting shut down/cancelled, the (remaining) team/studio leadership generally divides the employees between a "keepers" group (usually devs who are deemed absolutely necessary for a product's ongoing development) and an "everybody else" group. These kind of decisions get made at the publishing executive level.
There will often be lectures on anything from animation, illustrations, UI/UX design, game development, design, and self-publishing depending on the conference. But getting to know other devs or gamers that want to help you out spreading the game will help you later on. Let me know in the comments below, I’d love to hear them.
Editor: Improve the editor feature profiles UX ( GH-49643 ). Editor: Improve the UI/UX of the Export Template Manager dialog ( GH-50531 ). The download links for dev snapshots are not featured on the Download page to avoid confusion for new users. Editor: Improve 2D editor zoom logic ( GH-50490 , GH-50499 ). beta 2 and beta 3.
Files: Improve UX of drive letters ( GH-36639 ). The download links for dev snapshots are not featured on the Download page to avoid confusion for new users. CSG: Various bug fixes ( GH-38011 ). Editor: Add rotation widget to 3D viewport ( GH-33098 ). Editor: Add editor freelook navigation scheme settings ( GH-37989 ).
From a game dev perspective, it's been fascinating to play. In this post, I compare and contrast the original and this modern remake from a dev / design perspective. Interesting approachability / accessibility UX here. Since then, the mod makers have remade it into a UE4 standalone time loop first person RPG called.
Editor: Improve the editor feature profiles UX ( GH-49643 ). Editor: Improve the UI/UX of the Export Template Manager dialog ( GH-50531 ). The download links for dev snapshots are not featured on the Download page to avoid confusion for new users. Editor: Improve 2D editor zoom logic ( GH-50490 , GH-50499 ). beta 3 and beta 4.
Files: Improve UX of drive letters ( GH-36639 ). The download links for dev snapshots are not featured on the Download page to avoid confusion for new users. Editor: Add rotation widget to 3D viewport ( GH-33098 ). Editor: Add editor freelook navigation scheme settings ( GH-37989 ).
Files: Improve UX of drive letters ( GH-36639 ). The download links for dev snapshots are not featured on the Download page to avoid confusion for new users. Editor: Add rotation widget to 3D viewport ( GH-33098 ). Editor: Add editor freelook navigation scheme settings ( GH-37989 ).
I might make UX modifications to encourage the player to choose the right move to use in the given situation. Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ We don't always have to go only forward or backward along the same line - we can go sideways too.
I might make UX modifications to encourage the player to choose the right move to use in the given situation. Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ We don’t always have to go only forward or backward along the same line - we can go sideways too.
Editor: Improve the editor feature profiles UX ( GH-49643 ). Editor: Improve the UI/UX of the Export Template Manager dialog ( GH-50531 ). The download links for dev snapshots are not featured on the Download page to avoid confusion for new users. Editor: Improve 2D editor zoom logic ( GH-50490 , GH-50499 ).
Editor: Improve the editor feature profiles UX ( GH-49643 ). Editor: Improve the UI/UX of the Export Template Manager dialog ( GH-50531 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDNative, VisualScript). Editor: Improve 2D editor zoom logic ( GH-50490 , GH-50499 ).
Are you looking to network with other devs or searching for advice on getting into the industry? This is a great networking opportunity for game devs in and around Guildford to create a better sense of community and inclusion. There are so many games industry events out there to choose from. Find out more. Find out more. Find out more.
Here are the 3 projects/students with links to the relevant sections in this post: Refactor and UX updates of ColorPicker by Vitika Soni ( Vitika9 ). Refactor and UX updates of ColorPicker. Project: Refactor and UX updates of ColorPicker. Project: Refactor and UX updates of ColorPicker. UX updates. apply_theme().
WE SHOULD ALL DO THIS / STEAL THIS: Dev-owned wiki. The dev team "SureAI" operates the official Endreal strategy guide and lore wiki. and my notes are obviously going to spoil some of the game's structure, but all these spoilers are pretty vague and anyway I don't name any names. Anyway, here's my notes.
When I say depth, I mean “pick a specialty” - systems design, combat design, level design, UX design, technical design, etc. Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr However, I get the feeling the depth vs breadth you mention and the depth and breadth I mean are different.
Written by Ahmetcan Demirel , the maestro of product management and a podcast host ( Game Dev Diary ) from Germany! Hybridcasual puzzle games follow the hypercasual model closely with respect to user experience (UX). With a knack for puzzles, arcades, and simulation games.
Whenever I do solo dev work, the feature that always takes the longest and tends to require the most work to get something playable by actual players is the UI. Small-team dev also tends to build more system-driven games because it's more dev-time-efficient than creating single-use narrative-driven content.
It’s been five whole years since Game Dev Tycoon released on Steam. After days of brainstorming and discussions, we settled on the idea of making a game dev simulator. We were inspired by Game Dev Story on the iPhone (made by Kairosoft) and wanted to make a game in that genre with our own spin on it.
In addition, Keywords Studio offers UI/UX design, visual effects, animation, and more. Specialties: – Outsource art, VR Full-cycle, AR, External art / engineering development, art, partner, co-dev, and esports. Specialties:-. 1518 Studios. Art Bully Productions.
UI/UX Designer : Puts things where you expect them to be, so you don’t have to get annoyed trying to make it do what you want. She makes sure that the dev team has access to the most up-to-date version of the game that is stable. This also includes practical duties like ordering food and procuring dev kits/cables/monitors/etc.
Our architecture is also being designed to be a platform for game devs looking for a great place to test, experiment, showcase, or browse other developers' ideas. Our three lovely devs can explain - Karim, Yael, and Zach. Add-ons: the Logger Console and Doc Generator - by Zachary Shea, Programmer and UX design.
This, Brandon argued, seemed like a move away from the experienced game developers who understand the importance of user experience (UX), a critical element in creating these virtual worlds. In contrast, Apple, whose forthcoming VR products aim to prioritize UX, was commended.
Lots of documentation updates and UX improvements. Video: Workaround WebM playback bug after AudioServer latency fixes ( GH-35993 ). Windows: Fix UPNP regression after upstream update ( GH-35953 ). Windows: Disable NetSocket address reuse ( GH-36321 ). See the full changelog on GitHub for details. x releases, but the focus for 3.2.1
Lots of documentation updates and UX improvements. Video: Workaround WebM playback bug after AudioServer latency fixes ( GH-35993 ). Windows: Fix UPNP regression after upstream update ( GH-35953 ). Windows: Disable NetSocket address reuse ( GH-36321 ). See the full changelog on GitHub for details. x releases, but the focus for 3.2.1
My goal here is to improve the UX of working with tiles, making it both easier to use and more powerful. As you may already know, I now have been hired for a month to work on the TileMap and TileSet editors. So here is a first progress report on how things are going.
Aside from a lot of bug fixes and small UX improvements, all tiles-related classes are now documented. This is now fixed thanks to a new improvement to the inspector: This will allow exposing or moving out from dedicated editors a lot of properties. For example, items from an ItemList node could be moved back to the inspector. What's next.
Hiring a generalist contributor for editor UX and web dev. We also discussed a proposal to further clean up the documentation and clearly separate more game-specific tutorials, as well as having a clearer way to link to content generated by our community.
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