It's not me breaking down over UX, although that's not entirely unrealistic. One of the opportunities I have when working on games is the analysis of other companies efforts when it comes to UX and UIs. This is part of my job. I need to keep current on things like trends and developments in UIs... Continue Reading →
Hello gameloop!
This is the second post in a series of posts that are intended to describe a bit more about UX design and how I personally work with UX design. Out of necessity I’ll have to keep it generic, and the games I use as examples should not be seen as good or bad, they’re just... Continue Reading →
What do you mean they’re not the same?
After a few popular tweets (15 likes!) about UX design in games, I figured I’d write a few posts on the topic. Out of necessity I’ll have to keep it generic, and the games I use as examples should not be seen as good or bad, they’re just illustrations. Likewise, the examples I use as... Continue Reading →
Anthem!
Today was one of those moments that don't happen all too often in game dev. Probably because a game takes about 3 - 5 years to make in triple-A and also because for me, this is the first game I'm making at BioWare. Anthem is showing at E3, and to be honest, I'm super proud... Continue Reading →
Proudly Presenting!
EDIT: There was no link! Now there is one. Link. Okay, so today was no ordinary day. Today I started my collaboration with the eminent and amazing publisher Åskfågeln to publish an English version of the Keyring RPG. It's been on my to do list for quite some time, but this New Years, we finally... Continue Reading →
Subverting tropes with Conrad Verner
I’m replaying the Mass Effect series for the n:th time, because honestly, why not? I’m on the third installation of the game, and I’ve had the dubious pleasure of running into Conrad Verner again. In fact, he’s been there throughout the series. On the Citadel as a fan, on Illium as a fake Spectre and... Continue Reading →