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#game user interface
sahdevvala · 7 months
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MOBILE GAME USER INTERFACE (UI) DESIGN
#adobe #adobeillustrator #illustrator #illustration #vector #vectorart #Ai #graphicdesign #graphicdesigner #creative #creativegraphicdesigner #creativegraphic #creativedesigner #sahdevvala #valasahdev #kshitijvivan #kshitij_vivan #educationvala #educationcala.com #drawingandillustrations #vectorart #art #illustartiondrawing #gamingui #gaminguserinterface #mobileui #mobilegaminginterface #mobileuimockup
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vngui · 11 months
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Meikei no Lupercalia - Trial Edition (Uguisu Kagura, 2020)
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prokopetz · 3 months
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All I'm saying is that as someone whose first console was a Mattel Intellivision, the sorts of control schemes that mobile developers would have us believe are reasonable ways of playing an action game on your phone are starting to feel eerily familiar.
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rico-tyrell · 6 months
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fruitiermetrostation · 9 months
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Playstation Vita (2011/2012)
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thisischeri · 5 months
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instagram: cheri.png
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arcadebroke · 11 months
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Also, I know this is a controversial opinion in the Nancy Drew fandom, but I really like the fourth UI aka the “Updated UI” which was in Tomb of the Lost Queen through Sea of Darkness. I love the always present inventory and the expandable task list that moves completed items out of the way. And, I mean, it’s wood grain! What’s not to love??
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askagamedev · 3 months
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My friend is making an arcade racer and I've been playtesting his builds for him. He didn't go into it thinking it'd be easy but there's a ton of things he didn't at all realize would be a headache going into it. Obviously all games are hard to make but some are more apparent about their daunting nature. Which genres are deceptively difficult even if reasonably possible by a small indie team? What surprised you when you hit the big leagues?
Whenever I do solo dev work, the feature that always takes the longest and tends to require the most work to get something playable by actual players is the UI. Building out the gameplay features is always a lot of fun, but you can only go so far by fiddling with variables and restarting. There's always a significant amount of UI groundwork that needs to be done in order to make a game playable at all, just because of how much information needs to be conveyed to the player.
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Whenever I build support into a game for different characters, cars, tracks, loadouts, etc. then each of those options needs its own way to choose that option from a list of available choices. That display must show a lot of information to the player so she can make an informed decision (e.g. this car has fast acceleration, that one has high top speed, this other one corners well, etc.), which all requires an intuitive screen layout, information presented, and so on and so forth.
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Small-team dev also tends to build more system-driven games because it's more dev-time-efficient than creating single-use narrative-driven content. The tradeoff is that system-driven content also requires significantly more UI to convey all of that information to the player. This means games with a lot of options for players to choose tend to require a lot of UI work, which is something many hobbyists don't think about when starting.
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psxui · 10 months
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iS: internal section (1999) - Start Menu
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thisisrealy2kok · 10 months
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Conspiracy Games in 2002
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creativebraingames · 2 months
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We're designing UIs tailored for gaming. 🎮🕹️👾
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airakose · 2 months
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Just put up a rambley, conceited blog post on my site about a topic I'm way too invested in for no good reason.
Check it out please and let me know what you think!
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prokopetz · 3 months
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"Turn-based roguelikes going graphical is bad because old school ASCII user interfaces are so much more transparent and accessible" yeah, I love guessing which of three or four completely different things a given ASCII character represents this time. Having the screen transform unrecognisably between one turn and the next and trying to figure out what the fuck just happened by combing through a log file which somehow manages to be both cryptically terse and exhaustingly verbose at the exact same time is fun and enriching. Being forced to choose between navigating a menu system that puts hyper-specific commands you will literally never use at the top level while nesting commands you'll be using constantly four layers deep, and resorting to non-rebindable hotkeys whose semantic mappings were evidently designed by someone whose native language is Klingon? Genuinely the highlight of my day.
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syntheticfruits · 5 months
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fruitiermetrostation · 10 months
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Sony Ericsson Xperia PLAY (2011)
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