'The goal of design is to efficiently communicate ideas'
Revisiting Stone Librande's classic One Page Designs GDC talk, for a dose of the good stuff.
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Revisiting Stone Librande's classic One Page Designs GDC talk, for a dose of the good stuff.
Design used to let us wander; modernity replaced that wandering with efficiency — now, every product decides where you’ll end up before…Continue reading on UX Collective »
In which famed designer Stone Librande chronicles the design process of SimCity (2013) and the one-page design paradigm.
Every game designer eventually faces the same fork in the road: build a world by hand, or let an algorithm generate one. Both paths have produced beloved games, but the decision ca...
There is a common misconception that branching interactive experiences are primarily about writing challenges. However, in reality, engineering and systems design are... The post B...
How do you attack and structure a story? Do you see the situation first? Do you have an image or set piece in mind? Or do you begin with character?For me, that’s typically the case...
How Indika turns contradiction into player UXIntroducing PX Contrast: a design approach where opposing experiences reinforce the same emotional idea.Contrast is one of the most fam...
A single plain-text file open on a dark screen, its top half typed values and its bottom half written sentences, feeding outward to a design tool, a code editor, and a codingВ agen...
Procedural generation has quietly become one of the most important production tools in modern game development. What once looked like a niche technique for creating random dungeons...
Radical Forge technical artist Lyra Owen shares insights on turning Screenbound's 'mockups' into a playable game that makes sense between 2D and 3D worlds.
To create something distinctive, design the experience around an engaging game mechanic. The post Designing Escape Rooms Around Game Mechanics appeared first on Room Escape Artist.
Casino interfaces communicate mood before a single reel spins. Color contrast, glow intensity, and motion timing shape how relaxed or tense a session feels. Designers studying the...
The need to add more set pieces in the third game ruined the story, he believes
A fast interface can fail even when every individual element is legible. The trouble begins when several correct signals arrive together: a score changes, a resource falls, an obje...
Co-created by a developer and his sewing-obsessed partner, this design game is ‘the most technically challenging’ its lead programmer has ever madeWhen Jonathan Hau-Yoon wanted to...
There are lots of crossovers between video game design and casino game design, and designers often use elements of the other to influence the design in their vertical. One of the m...
How AI-native workflows and Git are replacing static handoffs with a continuous, spec-driven product engineInstead of a linear conveyor belt of handoffs, the modern workflow operat...
Thomas Bourdon reveals the importance of defining design early and the importance of subtle 2D touches.
urban soul project answers a fundamental question of how an environment can be designed to make the guest feel, understand, and remember. The post urban soul project hospitality d...
This indie game is bringing back everything I loved about PS2 platformers.
Once upon a time, there was this brave professor, who opened a word processor app to develop one of their most important tools in life; the syllabus. When we design courses, we a...
This book establishes Fine Design as a framework for contemporary studio practice, offering tools for designers working across art, craft, and industry. Fine Design defines a conte...
I think the best thing screenwriters can do to get better at their craft, aside from writing a lot, is to read a lot. And that's not just reading screenplays, but reading a variety...
A new episode has been added to the database: 205: Narrative without Rails
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