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Abstract
Your game has two types of content: interactive and non-interactive. Telling the difference is almost never at the heart of your game’s ‘fun’ (engaging content). In this talk we’ll have three simple questions you can use to understand why players lose engagement, and six ways in which they (mis)read your worlds At the end, you’ll have a guide to understanding why your player gets lost ... And how to improve the situation.
Original language | English |
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Publication status | Published - 9 Jul 2019 |
Event | Develop:Brighton - Brighton Hilton Metropole, Brighton, Netherlands Duration: 9 Jul 2019 → 11 Jul 2019 |
Conference
Conference | Develop:Brighton |
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Country/Territory | Netherlands |
City | Brighton |
Period | 9/07/19 → 11/07/19 |
Keywords
- interface design
- interaction design
- readability
- usability
- UX
- UI
- world design
- visual design
- game design
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Dive into the research topics of 'Showing the fun: simple checks for world readability'. Together they form a unique fingerprint.Projects
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Interface Design in Video Games
Haggis-Burridge, M. (PI) & Buijtenweg, T. (CoI)
2/04/15 → …
Project: Research