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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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Scarlet Hollow UI Redesign Work In Progress
HELLO! As some of you may know we've been hard at work on a large overhaul patch for the first four episodes of Scarlet Hollow to bring the game closer to our ever-higher standards. While there are a lot of content changes and additions coming with the update, here's spoiler-free look at how the UI side of it is coming along. New UI on top, old UI on bottom. First, and most importantly is the updated textbox. We've been adding a lot of detail to small UI elements, and this is no exception — there are more leaves, and those leaves have some color in them now, which we feel makes the in-game art feel a lot richer. On the usability side, you'll notice that this new box is both taller, meaning that we can fit more options before you need to scroll, and that the scrollbar is located further to the right, meaning options can be longer before flowing onto the next line. (Again, meaning there will be less scrolling.) We've also moved the quick menu into the textbox so it no longer overlaps with any background art.
Next up, we've got the main menu. Not a ton to say here. Logo is smaller and has some color so it feels less stark. The font choice is tighter, and we added a border where the text options start to improve the feel of things. In general we're trying to make options that make the interface feel warmer, more organic, and less sterile.
Next we've got the in-game menu. Again, framing things with organic shapes to provide better flow and separation. We've also added a wooden "frame" around each save game thumbnail give them a more natural feeling.
Similar notes for the new confirmation screen. We're probably going to increase the opacity a little bit. At the moment is a little too transparent.
The journal has new assets, and instead of a generic cross-hatched background, we add a semi-transparent black layer so you can still see the game world behind it.
And speaking of generic cross-hatching, we've also removed it from character creation, instead replacing it with backgrounds from inside the game. Overall this should feel a lot more welcoming.
These backgrounds change with each new slide, too. Here's how trait selection works.
Anyways that's it for now! Happy new year :)
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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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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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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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Nomura was insane for that statement he made. I know I should be focused on the foreteller part of it but I'm stuck on the inspiration for so much coming from the story of an American blues musician meeting with the devil to get guitar skills.
Like on one hand. Darkness/mom, mom/foretellers, marluxia/sora, mom/xehanort and xehanort/terra all being the devil and guitar player throughout the series imo. But also all I can think about is the devil went down to gerogia because that is so xehanort and sora to me in kh3 like is that literally not their vibe and it's also such a hysterical vision in my mind. I'm sorry like:
"Well, that ol' Devil bowed his head because he knew that he'd been beat
And he laid that golden fiddle down on the ground at Johnny's feet
Johnny said, "Devil, come on back if you ever wanna try again"
Also "this means demyx is mom" I will kms if that's the truth. I think its funnier if demyx also somehow "made a deal with the devil" but he's the only literal interpretation of this story in kh and that's why he has a sitar it would incredibly hilarious
[Edit] tumblr mobile is being a dick not letting me add a link here's what Nomura said irt BBS 15th anniversary on twt:

#also bbs com and ux are my favorite games so him talking about them specifically like. im fucking WINNING#nomura drawing from american music also not new since he's reaponsible for frank sinatra in stranger of paradise lol#my friends know I went down the rabbit hole of christian game reviews of kh and christians love kh as a god honoring game#so those guys are winning too#anyway later I'll go back and put this all under a microscope for foreteller purposes#SORRY I FEEL INSANE I WANTED TO SAY MORE ABOUT SORA AND XEHANORT BUT DIDNT WANT TO LOSE THE PLOT#kh#khux#im rambling#khux essay#kh3
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hyperfixated on this game so hard i tried to recreate ac syndicate's animus database using html css and js👍
i will make this responsive though, i've only started doing the frontend but i'll also start doing the backend as soon as i finish this
basically this is gonna be a website that will allow you to create a database of your assassin's creed OCs (btw this was inspired by @gwen-the-assassin's idea <33) and help you with worldbuilding and making AUs (i know the ac fanon wiki already exists for that but i wanted to make the experience of keeping a database more immersive u know....)
this might take a while to be completed, but I'll try to post updates on it as much as possible! if there are any programmers/web developers in the ac fandom that want to contribute to this project plsplspls DM me!!
actual pic of the database for comparison:
ik it's not entirely accurate but this is the simplest database in the game that i could recreate lmao
also code snippets just cuz (+ me crashing out)
#u know what#i might just pass this for my database systems class#assassin's creed#assassin's creed syndicate#ac syndicate#animus#video games#gaming#programming#coding#codeblr#web development#ui ux design#html css#javascript
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So I’m finally playing Assaasins Creed Valhalla which someone sent off my wishlist ages ago.
Things I like so far: I get the vibe I’m gonna fuck my brother’s wife and I’m down for that.
Things I don’t like so far: There is basically no tutorial so I’ve died fucking constantly mostly on the current mission which involves setting shit on fire and apparently I’m made of fucking dry sticks and hay because I am the most flammable motherfucker that’s ever lived.
#ramblies#like the game mechanics are frustrating but I keep expecting better UX like HZD and this does not deliver
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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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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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"Pls mom and dad tumblr, can I have $25 of my allowance money?"
This is a joke, do not give me $25, but you commission me for $25 👀
#$25 would give like 40 pulls or something? and i need like 18 but this game has been screwing me with my free pulls#they're like 5 star guarantee and they'll give a NON BANNER 5 STAR AHHHHHH#I gave it like a 2 star review bc of poor combat UX and misleading banner pulls#but the story is good like just FIX THESE UI/UX issues Infold ffs
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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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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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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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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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