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 →

Saker som hon gör – del 2

Bara för att. Mitt "CV", så att säga. Mad Max Utvecklare: Avalanche Studios Förläggare: Warner Brothers Entertainment Plattformar: PC, PlayStation 4, XBoxOne Släpptes: 1a September 2015 (NA), 2a September 2015 (AUS), 3e September 2015 (NZ), 4e September 2015 (EU) Roller: Producent (2010 – 2012), Senior UX Designer (2012 – 2015) Jag jobbade i två olika... Continue Reading →

Balancing on the Edge

I was working with balancing for the game Mad Max in particular with the challenges that the game uses as a levelling up mechanic for the player character. While I was doing it, I was also playing Dragon Age Inquisition that uses a completely different level up strategy. This lead me to start thinking about... Continue Reading →

Man, it’s like broetry

I'm guessing I'm not the only one who is deeply disappointed by the Furiosa backstory comic that promptly undoes everything the movie created. I have this theory in my head that I have to let out before it starts taking too much processing power. Or theory. Hypothesis. You see a while back I was asked... Continue Reading →

I should have

I really should have posted this earlier, but sometimes things get in the way, as I'm sure you all know. First off, there was a reveal last week on E3 that affected me. I am of course talking about Mad Max, which is the game at Avalanche Studios that I'm currently working on. This is... Continue Reading →

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