Cupcake 2048 usability evaluation

As part of a benchmark series, we will look at many 2048 games out there to see how they compare, and highlight best practices swell as common pitfalls for this type of games.

Next up, Cupcake 2048.

Continue reading Cupcake 2048 usability evaluation

Shadowrun level editor basic interactions : warping players to a different map

In this tutorial, I’ll explain how to add interactions to a prop in a scene using the shadowrun dragonfall level editor. We’ll have a look at the options specific to transitions between different locations in seperate maps using the basic interactions menu.

Continue reading Shadowrun level editor basic interactions : warping players to a different map

Shadowrun level editor basic interactions : inspecting clues

In this tutorial, I’ll explain how to add interactions to a prop in a scene using the shadowrun dragonfall level editor. We’ll have a look at the options specific to inspect clues or environments using the basic interactions menu.

Continue reading Shadowrun level editor basic interactions : inspecting clues

Flupa UX 2016 : Evaluer l’experience utilisateur a long terme

L’UX est contextuelle

Le système, les utilisateurs et le contexte sont des déterminants de l’expérience. Le coeur de l’expérience de l’utilisateur est souvent limitée à l’interaction avec le produit, mais cela met de côté la dimension du temps. Cet article explore les pistes de Carine Lallemand proposées de méthodes d’évaluation de l’engagement à long terme.

Continue reading Flupa UX 2016 : Evaluer l’experience utilisateur a long terme

MIGS 2015 : Learning from Kickstarter failures by Tanya Short

At MIGS 2015, Tanya Short let us in the things they learnt from failure on Kickstarter campaigns at Kitfox Games, and how analysing failures can help you to conduct successful ones. This article revisits the lessons from Tanya’s inspiring presentation.

Continue reading MIGS 2015 : Learning from Kickstarter failures by Tanya Short

Shadowrun level editor basic interactions : picking up an item

In this tutorial, I’ll explain how to add interactions to a prop in a scene using the shadowrun dragonfall level editor. We’ll have a look at the options specific to picking up items using the basic interactions menu. Continue reading Shadowrun level editor basic interactions : picking up an item

Axure Avancé : Simuler des listes avec les repeaters

Que sont les repeaters? A quoi servent-ils? Comment s’en servir?

Le repeater est un widget dans Axure 7 qui permet de simuler des listes dynamiques avec de vrais contenus. Un repeater permet de concevoir un ensemble de widgets et d’y afficher dynamiquement du texte ou des images. L’ensemble est répété automatiquement pour former une liste, d’où son nom: le répétiteur.

 

Continue reading Axure Avancé : Simuler des listes avec les repeaters

Full Indie 2016 : Effective audio design

Audio can do much more for your game than giving a tone and informing player behavior. Kevin Regamy showed many example of great sound design for inspiration. He illustrated how considering audio early and often in a project can give better results – just like for user research.  Here’s some of the benefits Kevin highlighted.

Continue reading Full Indie 2016 : Effective audio design