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… Continue Reading →
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… Continue Reading →
I’m going to say something “controversial”. Hardcore and casual gamers has become a meaningless designation. Being any of those “types” of gamer says nothing about gaming habits anymore. “Hardcore”, when the designation first appeared, was used to describe players who… Continue Reading →
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… Continue Reading →
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… Continue Reading →
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… Continue Reading →
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