Shadowrun level editor : using the name of the player in dialogs and other cool stuff

In this tutorial, I’ll explain how to use text expansions. Text expansions are simple bits of code that make conversations much more natural. You can use it to call the player by their name or use the right gender and race when talking to them. It’s very simple to use and makes the dialogs a lot more immersive.

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Flupa UX Day 2016 : les leviers d’engagement du client

En 15 ans d’expérience et 4 ans d’entreprenariat, Nabil nous présente ce qu’il a appris de ses sujets. Combien de fois a-t-il entendu des phrases du type….

“J’ai demandé à ma famille, ils adorent”
“C’est une bonne idée parce que personne ne l’a fait”
“On peut imaginer que…” et on se retrouve avec la théière de Norman.

Mais comment vendre l’UX ?

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Bloodborne : It’s all about timing the actions right

Conveying cues for well timed actions

People reaction times vary depending upon the type of cue they recieve : visual or auditory. Getting the timing right requires to give clear information on the moment it can be performed. Depending upon the mastery level required and the type of interactions, cues for timings will be more or less evident.

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Usability review of Walking Dead : Road to survival

When I started playing Road to Survival, I was impressed y the polish of some of the usability. The first time user experience is far better than lots of games I tried, but it is also a quite confusing experience.

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Shadowrun level editor : branching discussions and questionning

In this tutorial, I’ll explain how to write an interactive discussion between two characters. We’ll have a look at how to let players chose dialog options from multiple possible answers while avoiding duplicating content.

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Shadowrun level editor : writing dialogs

In this tutorial, I’ll explain how to write a very basic (linear) discussion between two characters and add an interaction to dislay it in the Shadowrun Hong Kong level editor. We’ll have a look at the dialog options and basics conversation to talk.

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You cant fix it if you dont know what’s broken

At MIGS 2015, I went to see Alexandre Denault’s talk You can’t fix it if you don’t know what’s broken. The title just screamed User experience to me.

Alexandre started to explain he’s seen poeple trying to fix problems without knowing them, and it’s not pretty. The first step to problem solving is determining what’s broken, then fix it. Often, finding what’s broken is actually harder than fixing the problem. And then I realised Alexandre was discussing system administration, and realised how much UX shares with Ops.

In this article, I revisit Alexandre’s talk from the perspective of user experience and how we share methods and tools with sys admins to solve different types of problems, that sometimes come together.

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Flupa UX Day 2016 : La conception “Experience First”

Les pros ont conscience que l’ux doit être plus globale mais ont du mal à sortir de leurs processus. Les mots en changé, nos façons de travailler moins.

Les utilisateurs sont plus exigeants. La démarcation de la concurrence passe maintenant par l’expérience utilisateur. Un produit qui n’inspire rien est une opportunité ratée. Mais comment créer une expérience? Continue reading Flupa UX Day 2016 : La conception “Experience First”

Shadowrun level editor basic interactions : opening doors

In this tutorial, I’ll explain how to add a door in a scene and make it interactive using the Shadowrun Hong Kong level editor. We’ll have a look at the options specific to doors using the basic interactions menu.

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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.

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