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A pioneer of the indie scene with Armello back in the early 2010s, the Melbourne-based studio has followed a successful path for over a decade, always lending a helping hand to other Australian indies along the way. League of Geeks has a special place in the Australian games industry. Read more
South Korean indie studio Cat Society is a small team with big ambitions. Lee focuses on art direction, UI/UX design and related programming tasks, while Kim takes charge of illustrations, adventurer designs and animations. Since there are only a few of us, each person is taking on multiple roles, Ko explains.
That might mean working on combat, quests, cinematics, narrative, itemization, UX, enemies, levels/environments, or any of a number of other specialties. If he wants to go into the indie space and work with an extremely small team, he's going to need to wear a lot of hats.
So today we’re going to talk about UX (user experience) in virtual reality games and tell you about the most interesting solutions we used in our game Stargaze! Good UX practices for VR. That’s why we gathered all the best UX practices we know, all based on the example of Stargaze. Stargaze – cosmic VR game.
Pocket Gamer Connects London 23rd – 24th | London, UK Pocket Gamer Connects provides value for every level of the mobile and portable device gaming industry from global corporations through to indie developers, whether you’re looking to develop strategies or make new connections. Find out more. Find out more. Find out more.
Interesting approachability / accessibility UX here. Still, overall this was a very impressive achievement for just 3 indie developers. Before you begin the zombie-filled Palace quest, the game UI helpfully advises, "if you're not a fan of action or horror gameplay, feel free to decline this quest."
Juliana Loh Juliana Loh is an independent Producer/Artist whose background includes branded entertainment, UX and art direction. His latest book is Gaming SEL: Games as Transformational to Social and Emotional Learning (bit.ly/GamingSEL). GamingSEL). For more, please visit MatthewFarber.com.
Juliana Loh Juliana Loh is an independent Producer/Artist whose background includes branded entertainment, UX and art direction. His latest book is Gaming SEL: Games as Transformational to Social and Emotional Learning (bit.ly/GamingSEL). GamingSEL). For more, please visit MatthewFarber.com.
It's probably not worth the hassle for a solo indie. 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. Sit and listen. Lots of height variation and clutter = broken pathfinding.
It was an intensely stressful and uncertain time full of the highs and lows of indie development. – Most recently, a major content and quality-of-life update introducing new topics, everyone’s favorite new console, a brand new game mode and several important UX improvements went live for free.
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. Building out the gameplay features is always a lot of fun, but you can only go so far by fiddling with variables and restarting.
Notable new releases include Outfit7's new Talking Tom runner , indie favorite Sky: Children of the Light and ONESOFT’s awkwardly familiar jumping brothers Bob and Bino. * Success of new entrants in the genre was quite limited. Ad revenues not included. Includes both soft-launch and global launch titles.
Whereas on Android, you have to go through this incredibly complicated series of screens, some Epic explaining what to do on the next screen and then some designed by… Google has awesome UX designers. Tim, thank you again for your time and thank you for being so ambitious with Epic and for supporting small indie developers.
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