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The Basic Fundamentals of Game Design

Logic Simplified

Combat mechanics - These rules govern how players engage in battles or fights within the game, such as turn-based combat, real-time combat, or using special abilities like counter-attacking. UI/UX in Game Design User interface (UI) and User Experience (UX) are two critical aspects of game design that are often overlooked.

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

PreMortem.Games

Then someone told me about a game developer in our community who had developed a fighting game based on their comic. Robin had an idea for an educational game and needed a graphics and UX designer, which Lucia happened to be. “It Adeline Tushabe Talk in Public Lucia’s journey into game development was quite coincidental.

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The Forgotten City (2021) revisited

Radiator Blog

Interesting approachability / accessibility UX here. The final boss fight is a conversation, and the ultimate weapon is. Planescape Torment's final boss fight conversation works because the god stuff is a metaphor for the protagonist's personal arc -- the final boss isn't god! philosophy and logic!! Take that, god!

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Game Art Studio: The Future of Game Development?

iXie gaming

3D characters are great for games that need to capture players’ attention but also have more complex mechanics like fighting and other interactions. Gaming art studios use UI/UX in their productions to create engaging and fun games for players. 3D environment.

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How Coin Master Disrupted Social Casino and Pocketed $100M

Deconstructor of Fun

Product differentiation is driven by UX, art styles, production quality and minor meta systems such as quests and saga maps. Product UX and Aesthetics. A key player-first area where both CM and PK have innovated is UX, and we’d like to call out three specific points, while comparing how both compare against each other on them.

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Reality, Upgraded: Navigating VR/AR Gaming with Alex Silkin

Game Dev Unchained

He concluded, “I think there’s obviously enough space for these two to kind of fight it out.” 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.

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Open world RPG design notes from Enderal, a big long Skyrim mod

Radiator Blog

The Enderal builders don't want the player to ruin their carefully arranged clutter, so we get absurd things like "empty" sausages or un-lootable plates of food, breaking Skyrim's UX patterns for pickups. It's not uncommon to walk between towns and fight like 6 different packs of wolves. It's more paranoid than a Ubisoft game.