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MOBILE GAME USER INTERFACE (UI) DESIGN
#adobe #adobeillustrator #illustrator #illustration #vector #vectorart #Ai #graphicdesign #graphicdesigner #creative #creativegraphicdesigner #creativegraphic #creativedesigner #sahdevvala #valasahdev #kshitijvivan #kshitij_vivan #educationvala #educationcala.com #drawingandillustrations #vectorart #art #illustartiondrawing #gamingui #gaminguserinterface #mobileui #mobilegaminginterface #mobileuimockup
#adobe#kshitijvivan#sahdevvala#adobe illustrator#gaming ui#mobile game ui#mobile gaming ui#mobile game user interface#mobile gaming user interface#game user interface#gameui#game ui#game ui ux#game ux#education vala#educationvala.com#adobe tutorial
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Game UX - How to Blend Game Design and UX?
In the vibrant world of video game design, the fusion of aesthetic appeal and functionality is central to creating an immersive and engaging experience for players. Game design and User Experience (UX) are two halves of a whole that, when perfectly blended, lead to the creation of games that are not just fun to play but also intuitive and accessible. It does not matter how nice a sports vehicle…
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Tumblr's tag colour coding whatchamajig apparently knows something we don't.
#tumblr#blogging#social media#ux#ui#tagging#bisexuality#(apparently!)#gaming#video games#hollow knight#silksong#nintendo
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Been working on cleaning up the Scarlet Hollow UI! • Text box is taller, meaning you can read more dialogue options at once without scrolling. • Text box is more transparent, meaning you can more clearly see art behind it at all times • Scroll box for choices is wider, meaning it's less likely a given choice will take up multiple lines (again, less scrolling!) • Added some leaves to populate the negative space. • Quick menu now lives in the text box, clearing up space in the top right for character sprites. • Leaves slightly change colors when a character talks (vs narration) • Leaves will turn deep red when a major decision is on the screen!
For all of you who can't tolerate change: 1. Play Slay the Princess
2. We're also adding an option to use a more minimalist textbox that has less leaves/color, but keeps the increased box height
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another UI for sprite festival to match a variegated monstera plant, which will be a special reward for kickstarter backers!!
#sprite festival#game art#indie game art#indie game#pixel art#pixel artist#pixelart#aseprite#pixel#ui#ui ux design#pixel graphics#pixel scenery#mine
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I imagine this is the same reason Spiderman 2 on the PS2 was always held up as an exceptional game as well. Movement alone was fun and rewarding.
Not every game can allow players to swing through cityscapes, but there are a lot of creative ways to use movement so that it becomes more enjoyable than just walking.
Breath of the Wild does this well with giving players movement options with things like the glider, sledding, and horse riding.
A common issue I feel in open world games is that traversing the landscape feels like a chore. How do you make even just moving about in the landscape fun?
I give you exhibit A:
If I had to try to reduce fun locomotion into a recipe, I would say that the journey must feel (not necessarily be) fast, responsive, and flow.
Fast
The player must be able to get to their destination within a reasonably short time frame. The longer a player has to do a specific activity without interruption, the easier it is to get bored of it. Humans have an innate enjoyment of moving quickly. Added touches like motion blur, doppler-directional sound effects, visual effects, and the like should combine to create a sense of speed.
Responsive
It’s extremely frustrating when a player desires to do a thing, but cannot do so at the precision that they want. It’s the sense of frustration we get when we picture an image in our mind’s eye, but our physical attempt to draw it looks hideous in comparison. That gap between expectation and actual results result in frustration. The control scheme for the character movement must allow for players to be precise as the game makes them feel they should be. Animations should not only capture the desired speed and directionality of the player, but should also direct the player character to locations the player wants to go.
Flow
Flow here means that the experience of moving should feel smooth. Avoid hard turns, large camera angle changes, or sudden changes in speed. Movement of both character and camera should be done in smooth arcs. Hard angle changes feel like impacts, breaking the sense of speed and hurting the experience. Each motion should smoothly blend from one to the next. Acceleration should ramp up and down, starting off slow, ramping up sharply, and then easing off again once the desired speed is reached.
These core qualities combine to form a fun, engaging navigational experience. Players need to feel a sense of speed so they don’t get bored with traversals. Locomotion must be responsive, so players feel like they are going where they want when they want. And finally, the experience should flow pleasantly and smoothly, without any jarring impacts or interruptions to the feelings of movement.
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#user experience#uxui#game ux#ux design#spiderman#video games#video game design#video game ux#movement
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Nintendo in 2001
#2001#2000s#01#00s#art#console#cybercore#cyber y2k#design#graphic design#games#gaming#graphics#internet archive#internet#kaybug#nintendo#old internet#old tech#screenshots#tech#technology#uidesign#ui#ui ux design#video games#y2kcore#y2kore#y2k aesthetic#y2k art
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November 2024 Check In
Hello, everyone!
Got some stuff to share! Our artists had a bit of a respite as we took a breather between the Moontail push, but we’re continuing back to work!
As stated previously, most of our art efforts have been towards accessories and mass illustration of the same things over again, so that legaves less “new” things to share, but we’ll be sharing what we’ve accomplished!
Accessory Illustrations
Necromantic Cloak
We’ve completed the Necromantic Cloak on all starter breed poses!
Illustration by Remmie, Tybaxel, and Hydde
And we have finalized colors!
Color design by Emma
Creeping Thicket
We’ve completed the Creeping Thicket on all starter breed poses!
Illustration by Remmie, linework by Tybaxel
We are actively working on the colors for this piece, but we shared a preview of the work in progress earlier this month!
We have also decided to divide up the original item into two items: the Creeping Vine and Creeping Thicket.
All Kickstarter backers who purchased a Creeping Thicket will receive both items!
We decided this after understanding that a division will allow for more variability and utility of the item.
Gilded Set
We have also divided this accessory into three items: the Gilded Teardrops, Gilded Collar, and Gilded Tailpiece, thus creating the Gilded item set!
We’ve completed the Gilded set on all starter breed poses!
Illustration by Azarel
Regal Set
We’ve completed the Regal set on all starter breed poses!
Illustration by Azarel
Backdrops
Grand Library
We completed the Grand Library backdrop!
Composition by Runeowl and Giulia, final illustration by Asp
Cogwheel Outskirts Nighttime
Nighttime edits by Giulia, original illustration by Kzart
Decor Check In
Previously, we shared decor which was attempted to fit into the backdrop style, intending for decor to fit seamlessly into a backdrop. However, after careful consideration and several iterations, we have decided that from now on, decor will by stylized like the cats and fauna.
Decor will be lined with soft-cell shading, and will not look blended into the backdrop itself. We found that with varying textures and shading unique to different backdrop environments, the aesthetics were unsustainable and problematic long term. We have begun production on decor which closer resembles the stylistic truth of cats, icons, and fauna, and we feel this direction will be much stronger in the long term!
Pelt System
And something big… a design for the pelt system! This design took a lot of work, as we wanted to make the process as seamless and quality as possible.
There is a lot of information to work with on this page, and we’re quite proud of how it’s turned out. We hope users enjoy!
Users will be able to toggle on breed poses to upload, so as to avoid a long drop down. If a pelt is a commission, users will be invited to credit the proper artist.
In addition, we have an "add more" feature which will invite and allow users to submit more poses for their pelt even after the pelt has been approved and added into the game.
Submitting more poses at once offers a slight discount because it is easier on the mod team. But importantly, at any time users will be able to expand pelts into new breed releases. This will serve to prevent item and submission bloat!
One of the most exciting developments in this category has been our adaptation for pelts to utilize the dynamic layering. Using the PSD and layer system we already designed and implemented, users will be able to utilize it too for unclipped pelts!
Our system works by users paying an upfront fee for moderation approval, and then all further printing will be at a significantly cheaper rate. Creators will also be able to list their pelts for sale without printing, in which buyers pay the print cost as a tax, giving sellers more freedom.
We will be basing the cost of pelt submissions on our ability to pay moderators a fair rate. We are currently running tests to time and calculate our moderation efforts, so no prices are set in stone yet!
Development Check In
User Settings
We’ve completed work on user settings. Users can now change their icons to any cat they own, validate new emails, change their password, username, and Borough! Mundane, but hugely necessary advancements.
In general, we're currently working on the pelt system and general polish. We’ve also just begun implementing ways for users to pay for digital content, which is huge for us.
And with that, one more announcement regarding development support...
Trying out Patreon!
Many months ago, we discussed the option of opening up tertiary support efforts, such as "support bundles," as a way to continually aid and bolster development. We denied pursuing this avenue at the time, because we had to focus solely on development with the resources at our disposal already. We mentioned a plan to do something in the future when the time was right.
Since then, we've gotten countless questions on how people can support us after missing the Kickstarter, and how they may help contribute to our development.
We are at a point in our timeline now where we could utilize the support funds. Our scope is higher than it was when we first imagined the project, and while we've been able to manage expectations vs. the necessary additions to make our game the best it can be out the gate, we've decided to open up support for those who'd love to see more behind the scenes.
Introducing our Patreon!
! Not signing up will not harm the project! It does NOT void nor devalue your Kickstarter rewards, nor will we EVER be handing out retired goods through this platform !
Please do not feel obligated to signup if you are not in a place to! This is simply something we're pursuing as an additional avenue of support in a time where we can use it, especially for those who have asked how they can engage with the project while having missed the Kickstarter.
Like the idea of support bundles, we are offering something amidst the work. We'll be offering behind the scenes updates, showing off sketches, drafts, development shots, and the design process of content that is typically only shown in a finished or near-finished state for our public updates.
Simply put: see things before the public sees 'em!
We work every weekday, so there will always be something new to show. Get frequent posts of the lore workshopping, the design pipeline, UI/UX designs, compositions, and all the other juicy tidbits of behind the scenes.
We'll be thinking about what more to offer in addition, but the last thing we want is to introduce more retired stuff, or undermine the exclusivity of the perks promised in the Kickstarter. This is not Kickstarter 2.
However, if this Patreon offers a lucrative solution for us, we may be able to expand our expectations for breed releases, mechanic timelines, and content updates!
All content on this page is available at a low price, and higher tiers do not give more behind the scenes. Instead, we've priced higher options if users would like to be credited as supporters on the credits page of the game.
And Kickstarter backers will also be automatically credited from here on.
As a way to reward the highest tier, we will also feature exclusive community polling. This is different and more lowkey than the giant polls we have done in the past. Sometimes, we as a team have deliberations for small things; minor design choices, UI differences, or content that has generally been too inconsequential to burden the community with giant polls. As a way to engage and have some fun, we're taking these smaller discussions here!
Large polls which pertain to more serious and consequential topics, such as sweeping mechanic changes or big decisions that we specifically want community input on, will still be done publicly.
Lastly, it's unclear at this time what the fate of this page will be once we move into launch. We may repurpose it as a way to recruit beta testing for new updates post-launch, we may shut it down, and we may keep it exactly as is with behind the scenes exclusivities and previews before content hits the game. Depending on the pros and cons during slower development cycles, we'll have to make that call when we get there. But right now we're in full force on mass production, and we'd love to keep on that track!
Thank you everyone!
To summarize: We shared a large amount of accessory progress, backdrops, the pelt system, and what we're currently working on in development. In addition, we launched a Patreon to post sketches and early access content.
What to expect next update: Potential beta updates, further asset and development updates.
#paw borough#petsite#pet sim#development update#pawborough#kickstarter update#art update#indie game#pet site#apparel#pelts#ui ux design#patreon
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Вангеры (PC, 1998) Cursor animation study
#vangers#вангеры#K-D lab#animation#study#cursor#archeology#graphics#graphic archeology#sci-fi#ui#ux#game#videogame#video game#gaming#interface#mouse#mouse crusor#insect#crab#univanga
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pick a card, any card 🃏
Wishlist Chromatose on Steam! Link below:
#chromatose#wishlist#game menu design#menu design#game ui#ui ux design#indie game dev#indie dev#indie games#akabaka
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i got user experience design training (it’s just classes) last year so now everytime i play a game or i see a flyer i always pick at certain things that make my brain go “pls god no..”
if you need a ux designer for your game or any kind of design i need more experience you should totally hire me >:] (i also just want cool stuff on my resume)
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✨ Day 58 of Game Dev for 🫱Teleport Man🫲
I WANTED THE BUTTON FOR STARTING A NEW GAME TO FEEL IMPACTFUL
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A fun thing about publishing on itch.io is that it has a mechanism for constructing opt-in mailing lists of past purchasers, but no mechanism for consolidating those mailing lists, so if you want to send a notification to everyone who's opted in to receive emails from you, people who've purchased multiple titles from you will receive a number of copies of the notification equal to the number of titles purchased.
It's times like this that I'm reminded that Tumblr does not, in fact, have the dumbest possible UI. It can always get worse!
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Some assorted class work from this week- I’m working on the UI for our game and the backgrounds have been coming out so GOOD AND TASTY I think I’m learning to love doing pixel art my dudes
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When you backread through a fun conversation you had with someone for hours an angel gets its wings
#I was talking to my brother about Norman doors and I had fun in my UX class and he was telling me about demon cores and the trolley problem#in his class. AND I remembered to take my meds today so I can feel every cell in my body. i can feel the neurons rubbing together#and yesterday I infodumped about the specialists bullseye chart to crow and how it ties with witch hat atelier#WHICH I MANAGED TOGET THEM TK READ IM SO HAPPY. I MAKE SQUEALING GUINEA PIG NOISES EVERY TIME THEY TELL ME WHAT THEYVE READ SO FAR. AHH#i might not even be scratching the surface with witch hat there are so many themes i could not possibly fathom or go over my heasd#and thats what makes it so exciting there are so many spaces in between that you can fill with your thoughts and i. i#waves my hands around manically#for anyone interested in my insane ramblings. the bullseye chart is from are we all scientific experts now by harry collins#in my own words its basically saying everything we know about anything is a game of broken telephone#and it discusses how information gets lost in translation between experts and laymen including things that arent in control#one of the main points was how things that happen between experts are complicated including debates and findings#that you can only really understand thru research and experience in that field and cant be smoothly shared without it being reworded#and risking some of those key points. or even concepts that are hard to understand that cant be shared at all#like if you tried to tell me about how DNA works using words scientists are familiar with but i am NOT- i risk missing concepts that i need#to understand to know how it works on the level you understand. or i risk having it reworded and understanding it but not on that level#AND IT DOES TIE TO WITCH HAT THE WITCH AND NORMAL FOLK COMMUNITIES I PROMISE. ITS SO INTERESTING#anyway i spent hours reading back thru that conversation and i might as well admit it goes for almost every fun conversation i have#and it might be the 20mg of adderall in my body but i am in such a state of peace and love i have to verbalize it. ahh#yapping
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Excited to share a glow-up for Mighty Marbles! 🎉 Check out the old vs. new level transitions—what a difference! Now every level even has its own name. 🚀 Which style do you prefer?
I love making this game with passion and I am so excited to share it with the world, but somehow I need to let the world know. Unfortunately the way steam works is the more wishlists the more visibility, so if you are interested it is super appreciated :)
Wishlist on steam or visit the website to find out more mightymarbles.com
#ui#gamedev#indiedev#video games#game development#indie games#indiegamedev#unity3d#puzzle games#puzzle#ui ux design#uidesign#user interface
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