'As a level designer, I keep accessibility at the forefront of my thinking from the start of my design process. I like to find seemingly small design choices that can make a big difference for players with accessibility needs. For example, to help players with motor accessibility needs, can an area that has multiple jumps be just as fun if we change it to stairs or a slope? Recognising and making this decision early in the whiteboxing stage means we don’t need to make retrospective changes. I recommend that other developers think about accessibility in their games as early as they can. I believe that designing with accessibility principles in mind leads to overall better design decisions and an improved game for all players. A stand-out moment for me was when I had a go at playing Minecraft with technology that allowed me to use my eyes as the controller. I was blown away, and thinking about how much joy that technology could bring someone really stuck with me.' Chris Palmer, Junior Level Designer #GAAD
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Some quickfire game design soft skill advice for game design students/graduates/anyone starting out! ⭐ Don't get too attached to your ideas. If you are struggling to get something to work/feel right, chances are there's an element (that needs to go or change) you're clinging to that is the key to solving the problem. ⭐ Do everything with intent. Every design decision you make should have solid reasoning behind it. ⭐ Be honest with yourself. Think about what you want for your players rather than what you want for yourself. ⭐ Don't be possessive of your ideas. Share with your peers - riffing off of other designers is one of your best resources.
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Hey fellow game designers! I'm prepping for a talk at the German Dev Days Conference, aiming to empower aspiring game designers with impactful insights. But I need your expertise to make it truly shine. Your tips, advice, or cautionary tales could be game-changers for budding designers. Here's how you can contribute: A) Leave your wisdom in the comment below. B) send me a PM. C) Fill out this quick form: https://lnkd.in/egtquMhT During the talk, we'll follow a junior game designer on the journey of their first feature from its initial pitch to its final implementation. I'll focus on key moments, such as director's reviews and incorporating player feedback, to shed light on common pitfalls and provide actionable tips. Spread the word so we can harness the collective genius of the game design community! Your support is invaluable and means the world to me.
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Are you a game designer navigating your first year in the industry? I've got you covered! In my latest blog, I've compiled valuable insights and actionable tips to support you through the challenges and triumphs of your early career journey. This blog is packed with guidance to help you thrive, learn and progress in the competitive world of game design. Check out my latest blog tailored for game designers after their first year. I value your feedback as I aim to improve and grow in this new hobby.
Advancing in Game Design: Year One Successes and Forward Paths
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UX Designer & Researcher Specializing in New Technologies and Video Games | Sharing Passions and Insights on User Experience
Even though it's easy to recognize the two famous plumber brothers, without the colors, it's a bit less straightforward for a colorblind person... So, what about the shells when playing Mario Kart? Visual disabilities can significantly impact a player's gaming experience. Common issues include: - Low Vision: Difficulty seeing and reading in-game text and UI. - Color Vision Deficiency: Trouble distinguishing between certain colors. - Blindness: Complete lack of vision, requiring non-visual feedback. Bad Examples of Game Design 🚫 - The Outer Worlds: Incredibly small text makes reading difficult. - Death Stranding: Sacrifices legibility for sleek design, excluding players with vision disabilities. - John Wick Hex: Critical information in a tiny 12-point font. Good Examples of Game Design ✅ - Disco Elysium: Offers adjustable text size for better readability. - Overland: Includes a font option designed to aid those with dyslexia. - Apex Legends: Features a color-blind mode with distinct palettes and visual indicators. Recommendations for Game Design 💡 - Adjustable Text Size: Ensure all in-game text can be resized. 🔠 - High Contrast Options: Provide UI elements that stand out against backgrounds. ⚫ - Color-Blind Modes: Implement multiple palettes and avoid conveying information through color alone. 🌈 - Screen Reader Integration: Include built-in screen readers to narrate text and menus. 🎧 -Multiple Control Methods: Allow for keyboard-only, mouse-only, or controller-only gameplay. 🎮 By prioritizing these design elements, we can create a more inclusive gaming experience for everyone. 🌟 In my Medium article, I discuss this issue in more detail and how it can help video game designers : https://lnkd.in/e5WcFMTh #GameDesign #Accessibility #Inclusion #VisualImpairments #GameDevelopment
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Bought a NEW design BOOK, but about GAMES 😁📕🎮 I used to buy books only about design, some UX rules, color, etc, but this time I decided to pump my skills in a slightly different direction Since I've been learning Unity for a month now, I figured before I create my own project, I could use a little more theory to sharpen up my knowledge I've been playing games since I was a kid and I was attracted to it by my father who played all the legendary games like Doom, Diablo, Warcraft, Ghotic etc. I have a huge exposure to the field and a lot of ideas or mechanics in my head that I've applied even when creating digital products, but I don't think that's enough So I decided to pick up this book, I heard it's like a bible for game designers, I'm already encouraged by the table of contents and I think I'll run to read it, see you later 👋🏻 #book #game #gamedesign #learning #art #jesseschell #unity #gamedevelopment
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How To Boost Game Design Ideas With The Powerful Game Pillars Filter Buckets Method Revolving on gut feelings when it comes to evaluating new feature ideas is never a good thing. You risk wasting time on bad ideas or discarding good ones too soon. The Filter Buckets Method can 100% help you to avoid it: 1. The Filter Buckets Method is a decision-making tool that takes Game Pillars to the next level. 2. Put your idea in a bucket based on the Game Pillars alignment and then improve it. 3. The Filter Buckets Method is a descriptive tool that doesn’t replace your brain. Tomorrow I’ll show how to boost any incoming game design idea by leveraging your Game Direction like never before on the Game Design Compass newsletter. The Filter Buckets Method doesn't tell you what's best for your game but makes you discover it. If you want to join, subscribe here 👇 https://lnkd.in/dwrRncEs
KARA - Game Design Compass
karagamedesign.com
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Avoid these mistakes as a beginner Game Designer trying to learn the craft: - Ditching Game Design Theory - Falling for "Best Practices" - Focus on trial-and-error learning loop Unfortunately, falling into these traps is not your fault. It's about the current structure of Game Design Education, which is often flawed and too focused on tips and tricks. Real competence always comes from understanding the "why" behind the "how". I wrote a thorough analysis of why game design education needs a paradigm shift. You can read it here: https://lnkd.in/dt9A3Vs2
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GAME DESIGN isn’t just about DESIGN 😵👾🎮 You know, along with learning Unity, I've also been delving into the field of game design, and as I've learned, it's very similar to what I'm doing in product design There is also a client (player), and his needs, but games cover the needs not from the point of view of external factors (like food delivery, buying something online, etc.), but internal (I want to feel like someone, I want to win, etc.) But the difference is not only in the emphasis on the inner motivations of the individual, but also in the breadth of tools that game designers use - direction, atmosphere, story, plot, stylistics, and so on I think that creating a game is a much more creative area of design, because here you can let your imagination fly and create something incredible What do you guys think about it? Share in the comments! #gamedesign #design #games #productdesign #thought
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Avoid These 4 Game Direction Common Pitfalls To Enhance Your Game Design Process Game Direction pitfalls are one of the most common ways a project fails. You often need to make sudden and drastic changes to the game in the middle of development, which can drag you down. Avoiding crucial mistakes when you define your Game Direction in the first place is the best thing you can do to limit this issue. Here are some important points: 1. Game Design doesn’t start with designing the game. 2. Your Game Direction doesn’t talk about your game. 3. Game Direction awareness is the most valuable team asset. 4. You design the game for a reason, which is not the game itself. Tomorrow I’ll show how to avoid the 4 common mistakes Game Designers make about Game Direction on the Game Design Compass newsletter. Underestimating the importance of Game Direction means not caring about your game. If you want to join, subscribe here 👇 https://lnkd.in/dwrRncEs
KARA - Game Design Compass
karagamedesign.com
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Feeling lost in the world of game design? You're not alone! When starting your game design journey, passion is a good thing, but you can't rely 100% on that. Knowledge is crucial. The internet is a great source of knowledge. However, it can feel overwhelming with information, making it hard to know where to begin. New game designers often face three key questions: - "Where do I need to start?" - "How do I think like a game designer?" - "How do I turn my ideas into a game?" These questions are indeed daunting, but they hide some uncertainties that often end up in a huge waste of time. If you want to learn more about what happens at the start of a beginner Game Designer learning journey, you can dive deeper into the link below. https://lnkd.in/dTB22tKh
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Principal Software Engineer / Innovator at Preservica
2moThis is an interesting area, because unlike normal software (where you always want the user experience to be as easy as possible for everyone), in games the challenge is part of the fun. If you make a dexterity puzzle fun for someone with dyspraxia, it will be so easy it's not fun for the average person. PVP games with matchmaking somewhat self-balance, because you'll be matched with players at your ability level, and the reason you are at that level doesn't really matter. But for games with an adventure or platform or puzzle aspect, it's a difficult challenge to make it fun for a broad range of abilities.