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.
It did so many things wrong at launch and it just didn't matter.
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.
This article introduces some special smart phones, for example those are able to play exclusive VR games, and those can take underwater shots, etc.
Currently there is no way to miss Pokemon Go. In its short lifetime, the game is breaking records left and right like being the biggest mobile game in the US ever or attracting more users than services like Twitter or Tinder.
Why does Pokémon Go need propping-up from the hundreds of how-to guides that have popped up this week? This article highlights how Niantic have broken or ignored principles for designing a learnable game.
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.
This post is about a language I created for the game ChronoBlade, with some things about worldbuilding and game narrative thrown in.
If you thought video games were about passion, you've never made a tabletop game.