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October 21, 2020
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Sebastian Long's Blog   Expert Blogs

 

Director of Player Research, the premier partner for insight into players and play.

Leading a 20-strong team of UX consultants and researchers. Helping game development teams match instinct and insight to deliver exceptional gaming experiences.

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Expert Blogs

Posted by Sebastian Long on Tue, 21 Jul 2020 11:13:00 EDT in Design, Production, Console/PC, Smartphone/Tablet, VR
Should you consider practicality, utility, or legibility of UI that's destined for the trash?


Posted by Sebastian Long on Thu, 18 Jun 2020 10:14:00 EDT in Design, Production, Art, Console/PC
Fine-tuning Remedy’s Award-Winning Game Design In The Playtest Lab


Posted by Sebastian Long on Thu, 30 Apr 2020 10:41:00 EDT in Design, Console/PC, Indie
Why does Animal Crossing force players to purchase UI improvements from the in-game shop, and what's the resulting impact on the game’s UX?


Posted by Sebastian Long on Mon, 02 Oct 2017 10:01:00 EDT in Business/Marketing, Design, Production
For developers unfamiliar with UX or wanting an easy overview: What is Games UX? What does it do for you and your team? How can I know if my game needs UX attention? What is the difference between UX and UI?


Running a great playtest means considering playtesters every sight, sound and smell to avoid biasing or influencing their feedback. So what should a playtest smell like?


Posted by Sebastian Long on Wed, 20 Jul 2016 01:03:00 EDT in Design, Production, Art, Social/Online, Smartphone/Tablet
Why does Pokmon 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.



Sebastian Long's Comments

Comment In: [Blog - 10/02/2017 - 10:01]

Hey Michael, thanks for your ...

Hey Michael, thanks for your thoughts here. r n r nOf the roles outlined, UX Designers have the most overlap with traditional design and development roles, for sure resultantly, many gamedev teams don 't employ UX Designers. If this is done with eyes-wide-open, then fine. I 've explored the types ...

Comment In: [News - 02/22/2017 - 12:02]

Very much looking forward to ...

Very much looking forward to chatting about games UX all day with you all :

Comment In: [Blog - 07/22/2016 - 03:31]

Great article Chris, thanks for ...

Great article Chris, thanks for the shoutout at the end. Your points about mentorship are interesting: do you think that a any other game could rely on mentorship as a tutorialisation approach Pok mon has this unique trifecta of being a mega-brand lots of people playing it , with geo-location ...

Comment In: [Blog - 07/20/2016 - 01:03]

Thanks for your thoughts and ...

Thanks for your thoughts and kind words. You 're right - Pok mon is granted an advantage over, say, Minecraft, of impromptu real-life meet-ups as well as online tutorials. I had written a little aside about the city/rural divide of Pok Stops thereby affecting these communities meeting , but it ...

Comment In: [Blog - 06/14/2014 - 08:11]

Hi Phil, thanks for commenting. ...

Hi Phil, thanks for commenting. For clarity, I haven 't tried here to conclusively explain why Flappy Bird was a success in its own right - there are many more factors than covered above, of course. r n r nI agree that focusing on simplicity is key having an interaction ...

Comment In: [Blog - 04/21/2014 - 10:47]

Great article, looking forward to ...

Great article, looking forward to reading your next one