Have you heard of the Pareto principle or the “80-20 rule”? In a nutshell, this principle states that 80% of results are due to 20% of causes. If we apply this law to design, we can say that 80% of [ ] L’article #17 The edge case of user interfaces design est apparu en premier sur Indieklem .
If your are a bit aware of the new in the video game industry, you likely caught Gearbox Software s big announcement at Gamescom: Borderlands 4, the king of the shooter-looter genre, is set to launch by 2025. Coincidentally, I m currently [ ] L’article #16 How to make an intuitive navigation? est apparu en premier sur Indieklem .
Recently, I played Chained Together, a video game in which you climb chained to your friends through various worlds to reach the top and discover what awaits you there Beside the gameplay, which is really cool, I was impressed by [ ] L’article #15 Make your game s interface clearer est apparu en premier sur Indieklem .
I was talking about Skyrim with a couple of friends last week and they were complaining about something: loading times. They were saying “I have time to make a coffee before the game has fully loaded the new area” or [ ] L’article #14 How to fake faster loading times with design in your video games? est apparu en premier sur Indieklem .
I know you’ve read this “FINISH HIM” from the famous Mortal Kombat series with a loud, aggresif voice. Chances are you’ve been impacted by your memories but if you never played this game, just by looking at the font, color, [ ] L’article #13 The basics of typography in game interface est apparu en premier sur Indieklem .
Last year, we discussed game design user interfaces in general without focusing on specific games. This year, I would love to continue with the current series, where I focus on a specific game in each newsletter. Previously, we delved into [ ] L’article #12 What you can learn from the UI Design of World of Warcraft est apparu en premier sur Indieklem .