dirksonguer + z3 + design   9

Plants Vs Zombies: Introduction to perfection - Edge Magazine
The formula for the perfect game may be an area of hot discussion, but most would argue that games that are easy to get into and difficult to put down goes along the right lines. Players' early experience of a game is critical: this is the period in which they're making up their minds whether to devote more time, and often money, to the rest of it. 

So how do we make games with a polished early experience? Let's take some lessons from a game which I think does it incredibly well, PopCap's Plants Vs Zombies. 
games  ux  ui  experience  design  interface  z3 
august 2011 by DirkSonguer
How To Design Enemies: Tips From A Combat Designer » #AltDevBlogADay
The following is a more concise version of a three part series – Designing Enemies: or How I Learned to Stop Worrying and Love the MvC
gamedesign  fightinggames  combat  design  z3 
may 2011 by DirkSonguer
Toddler app user interface guidelines - Gabriel Weinberg's Blog
My son Eli has been using iPad apps since he was one and we have about 50 toddler apps. With the big caveat that this post is based off essentially a sample size of one, here are some toddler app user interface guidelines.
apps  ipad  ui  games  design  ux  z3 
april 2011 by DirkSonguer
The Psychological Weight of History « The Psychology of Video Games
Despite a huge backlog of games trying to get my attention, I found myself playing a lot of Team Fortress 2 (TF2) lately. This is in part because of the loot system, which drops random items –mainly hats or weapons– for you to use in customizing your avatar.1 This system has been in TF2 for a while, and it used to be that the only way of getting the gear you wanted was by getting it from a drop or by crafting it from raw materials (which also essentially came from drops). Many players rejoiced and were very proud of their silly hats and weapons.
design  gamedev  psychology  gamedesign  z3 
march 2011 by DirkSonguer
Why Angry Birds is so successful and popular: a cognitive teardown of the user experience
Why is it that over 50 million individuals have downloaded this simple game? Many paid a few dollars or more for the advanced version. More compelling is the fact that not only do huge numbers download this game, they play it with such focus that the total number of hours consumed by Angry Birds players world-wide is roughly 200 million minutes a DAY, which translates into 1.2 billion hours a year. To compare, all person-hours spent creating and updating Wikipedia totals about 100 million hours over the entire life span of Wikipedia (Neiman Journalism Lab). I say these Angry Birds are clearly up to something worth looking into. Why is this seemly simple game so massively compelling? Creating truly engaging software experiences is far more complex than one might assume, even in the simplest of computer games. Here is some of the cognitive science behind why Angry Birds is a truly winning user experience.
design  games  psychology  ui  ux  z3 
march 2011 by DirkSonguer
Tale of Tales » The Path post mortem
1999, San Francisco, Triton Hotel: we meet in person for the first time. We had found each other via our medium, the networked computer and had a brief but passionate virtual love affair. We got to know each other doing what we loved doing most, making websites and interactive artworks online. We begin living and working together soon after. 2003: Leaving behind careers of net.art and web design, the two of us radically redirect all our creative attention towards the medium of videogames. February 2005: After 2 years of designing and prototyping, our first project 8 is rejected by games publishers, then the only source of funding. We are devastated but determined to continue and to keep our independence. Reboot. September 2005: Launch of The Endless Forest. October 2006: presentation of the Realtime Art Manifesto at the Mediaterra festival in Athens. January 2007: Drama Princess engine complete. March 2008: Launch of The Graveyard. March 2009, San Francisco, Triton Hotel: launch of The Path.
design  technology  games  postmortem  gamedesign  gamedev  z3 
january 2011 by DirkSonguer
Make Games - Finishing a Game
As I work towards completing my own game, I’ve been thinking a lot about finishing projects in general. I’ve noticed that there are a lot of really talented developers out there that have trouble finishing games. Truthfully, I’ve left a long trail of unfinished games in my wake… I think everyone has. Not every project is going to pan out, for whatever reason. But if you find yourself consistently backing out of game projects that have a lot of potential, it could be worth taking a step back and examining why this happens.
blog  design  development  game  gamedev  games  inspiration  programming  productivity  z3 
september 2010 by DirkSonguer
Seth Priebatsch: The game layer on top of the world | Video on TED.com
By now, we're used to letting Facebook and Twitter capture our social lives on the web -- building a "social layer" on top of the real world. At TEDxBoston, Seth Priebatsch looks at the next layer in progress: the "game layer," a pervasive net of behavior-steering game dynamics that will reshape education and commerce.
design  game  gaming  socialmedia  social  video  ted  gamedesign  z3 
september 2010 by DirkSonguer

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