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The Acagamic

The Acagamic

User Experience Research & Design in Games

The Acagamic Tip Tuesday – Issue #4

You are here: Home / Newsletter / The Acagamic Tip Tuesday – Issue #4
Screen recording of a Minecraft Dungeons combat moment.

Written by Newsletter Mailer on March 8, 2022 in Newsletter.

Cite this article as: Newsletter Mailer. (March 8, 2022). The Acagamic Tip Tuesday – Issue #4. The Acagamic. Retrieved May 17, 2022, from https://acagamic.com/newsletter/the-acagamic-tip-tuesday-issue-4/.

This week's tip: Use UI iconography, text size, colour coding, timing, and audio to show feedback of impactful player damage in your combat designs.


The Acagamic Tip Tuesday Newsletter

Fresh emails. From my Brain to Yours.

By subscribing, you agree with Revue’s Terms of Service and Privacy Policy. By submitting your information, you’re giving me permission to email you. You may unsubscribe at any time. Visit the newsletter archive for past issues.

Tip of the Week:

Use UI iconography, text size, colour coding, timing, and audio to show feedback of impactful player damage in your combat designs.

Minecraft Dungeons covers basics but could improve damage impact indicators.
This is how a similar level-up situation would unfold in Diablo 3. Great font effects.
The Final Fantasy 7 remake shows how this can be done with turn-based elements.

When your game features lots of combat, it is crucial to give the player direct feedback about the impact of their combat moves. This can sometimes be tough to argue with the game designers, who might argue for a more immersive approach. User testing will show what your players appreciate more.

Three Game UX Tweets

The dev team behind Moving Out handled the game with care. Read a deep dive on how playtesting made the game better: https://t.co/DymFHJrq3Y Out now on PS4. pic.twitter.com/BHSm3dVXRT

— PlayStation (@PlayStation) April 30, 2020

Many people ask me:

What does a person working in Game UX do?

In games you have 3 career paths:
– UI Designer
– UX Designer
– User Researcher

Its the holy trinity of user-centered design

This is my attempt at showing you how these responsibilities overlap. pic.twitter.com/FKPpwWJ9zY

— Fey Vercuiel????????????? she/her (@feymakes) January 11, 2021

1. Let me remap my controls.
2. Let me make my UI text bigger. No, bigger than that.
3. Talk to, and test with disabled users.

— Eric Bailey (@ericwbailey) January 28, 2021

Two Game UX Links

The UX lessons I learned from video games | Inside Design Blog
The UX lessons I learned from video games | Inside Design Blog — www.invisionapp.com
Video game UX isn’t easy—and can teach us about all aspects of design.

How Video Games Inspire Great UX – Scott Jenson
How Video Games Inspire Great UX – Scott Jenson — jenson.org
This quote is meaningful to me as I’ve often struggled with a problem until an insight from a user test “changed my perspective”.

Posted from Revue.

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The public part of this work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International LicenseCC-BY-NC-ND 4.0 license, all paid parts are copyright by Lennart Nacke · The Acagamic · Privacy Policy