Full indie 2016 : Learning from Brigador’s mistakes

Stellar Jockeys made a unique game with a lot of hooks to get players on board. It had unique art, a fully destructible environment and a cool soundtrack. Game engines are like wood, no matter what you’re carving into it you’ll end up following  the natural flow of it.

Brigador was made on a custom engine to really work in destructible environments from the core of the game. It had great reviews on metacritic and on steam. If you take in account the issues that were fixed since they were reviewed, Brigador would have 97% positive reviews. Yet is sold less than 10k units. Why is that ?

Hugh Monahan had the courage to share his story with us, and we thank him for that.

Continue reading Full indie 2016 : Learning from Brigador’s mistakes

Creating customer journey maps

A customer journey map is a powerful tool to bridge gaps in delivery and customer experience of internal teams. After a presentation at World IA Day 2016, I was inspired to share the content of this talk and add my own two cents to it.

Continue reading Creating customer journey maps

Unsubscribing from mailings, a case study

I’ve started using a spellchecking plugin recently, exploring better ways of showing fixes. As soon as I created an account, I started receiving newsletters – which I can’t remember signing up for, but it’s expected. As I always do, I clicked the unsubscribe button immediately, and the unsubscribe page is very interesting to me.

Continue reading Unsubscribing from mailings, a case study

Full Indie 2016 : How to create 4D games

At Full Indie Summit 2016, Marc ten Bosch taught the audience to think in 4 dimensions. Now most of you probably have no idea what that means, and no, the 4rth dimension is not time. So how does it work ?

Continue reading Full Indie 2016 : How to create 4D games

Bloodborne’s optional step by step tutorials empower players

Optional tutorials give everything away…

Default tutorials for offline players are scattered accross the place. They attrack the player’s attention through animations that add to the ambiance of the game. Bloodbornes tutorials are fully integrated and add to the experience rather than disrupting it.

Continue reading Bloodborne’s optional step by step tutorials empower players

[Video] Hands On Axure : styling axure 8 prototypes with css options

This Axure tutorial goes through basic styling of prototypes. It explains how to use CSS styles to consistently design the look and feel of widgets across all pages. We’ll also focus on which styling options are changed through CSS and which styling features don’t affect it.

Continue reading [Video] Hands On Axure : styling axure 8 prototypes with css options

Flupa UX Day 2016 : Lean et agile UX, c’est possible

Avant de vous parler de business, laissez moi vous rapporter l’histoire d’une idée

Il était une fois, une entreprise comme on en trouve partout.

– J’ai une p*****n d’idée! dit le PDG.

– Faisons une étude d’opportunité avec des chiffres et des études de concurrent. répondent l’équipe.

Après moultes recherches, l’équipe arrive à une conclusion.

– Oui, monsieur le PDG. Vous avez eu une super idée, conclut l’étude d’opportunité.

Une armée d’UX fait des wireframes et des maquettes d’un produit déjà défini en amont. Le chef de projet rédige des specifictions pendant des semaines. Les développeurss recoivent ce document indigeste et finissent par faire le taff à moitié.

Et ils vécurent longtemps plusieurs années,  heureux occupés et eurent beaucoup d’enfants de clients levées de fond.

Ce qui nous amène au véritable sujet de cette conférence…

Continue reading Flupa UX Day 2016 : Lean et agile UX, c’est possible

Bloodborne’s character creation remains quite complicated

Customizing the character’s appearance doesn’t really match the player’s logic

Character creation screens are usually complex. The one of Bloodborne is also complicated.

Despite generally implementing usable features and shortcuts for players, the character creation screen is somehow awkward. The screens are very cluttered with many different unrelated settings. Some things are grouped together, others separated. For example, I’ve seen players get really annoyed by face presets changing the skin color of their character.

Continue reading Bloodborne’s character creation remains quite complicated

Flupa UX Day 2016 : Le culte du cargo et la pensée magique en design d’expérience

Le culte du Cargo est une forme de pensée magique où l’on attend un résultat en reproduisant mal une technologie sans en comprendre le fonctionnement. L’utilisation d’une fausse technologie “magique” par méconnaissance de la technique qui se cache derrière est un problème auquel nous sommes souvent confrontés. Comme dit l’auteur de la conf, voici 5 concepts pour “briller en société”.

Continue reading Flupa UX Day 2016 : Le culte du cargo et la pensée magique en design d’expérience