This detailed post describes all the Game UX Summit 2016 sessions, one by one. This event brought together 15 renowned speakers from various UX-related disciplines, from game studios and academia. The keynote speakers were Don Norman and Dan Ariely.
Let's examine how cutting features from a game can help make a better experience.
The Vanishing of Ethan Carter, with its rich visuals and a graphics workload somewhat uncommon for Unreal Engine 4, has been a difficult case for attaining VR perf targets. This is a story of scraping off frame render time, microsecond by microsecond.
In this article, game designer Sande Chen describes what happens when players have a supercomputer for a mentor and what this development means for games in the future.
In this post I examine how Assassin's Creed: Brotherhood creates a wholesome, engaging experience for the player.
Part 2 of a 3 part series where I break down our production process on Star Wars: First Assault, which was designed using an iterative production methodology developed by Jeff Morris.