Let's talk about documentation for a moment. A lot of you will go "we don't need no stinking documentation!" because documenting things is boring and not very exciting when it comes to the design process. Let me gently correct you on that point. There is a reason why we document things, and one of them... Continue Reading →
Let’s Build a Portfolio – Part 1
Because I’ve been invited to speak at Sweden Game Conference in October, I have also been trying to figure out a topic to talk about. I ended up taking on the topic of my work process. I’m hoping it will suit the audience at SGC, it being mostly students and small companies. The UX literacy... Continue Reading →
Intent
One of the things I ask - or hope I ask - most frequently when working with other designers is “what’s the intent with this feature?” As a UX designer, I need to know. I’m not trying to be annoying or troublesome. I just need to know that you as a feature designer is aware... Continue Reading →
No Hero Without An Other
Being a hero in a game is remarkably similar to being a man. Not to mention that in videogames being a hero is most often to be a man. What I mean by this is that in order to figure out what a hero is, we have to look at what a hero isn’t. A... Continue Reading →
Moral Failings and Monsters
I’ve already spoken quite a bit about this aspect of games and the underlying implications of being unclean and inviting the monster into yourself in the post about Banshees and Broodmothers earlier. I want to return to Western ideas of monsters, though, and Western ideas of the grotesque, because there is a strong connection between... Continue Reading →
Accessibility is Not Related to Difficulty
People who say accessibility will ruin the difficulty of a game are probably not entirely aware of what accessibility is. (Here's a handy primer.) Unless, of course, all of them are super smart and realise that an inaccessible game can be super difficult for a person who is physically or mentally impaired in some way.... Continue Reading →