Ability Icon User Experience

When using abilities within most games the user doesn’t have any time to look for an ability name so recalling an ability quickly by an image or icon that accurately represents it is incredibly beneficial. Similar to this idea, there are 4 basic requirements when creating ability icons. Below they are listed in priority order. It must be easily used (click/button press, etc.) The user shouldn’t have to look around documentation to understand what button to press The user shouldn’t have to struggle to hold down multiple buttons just to use it Accessibility should be taken into account (screen readers, etc.) It must be easy to interpret it’s purpose The user can immediately see the icon and have a meta thought about what it means, and thereby understand the ability that is being represented intuitively. It must be identifiably unique to other icons Icons shouldn’t look exactly alike Sometimes its best to have certain icons look similar if they have similar functions, but how similar they look should not cause confusion It must not be too distracting The icon should be convenient to the user, not distracting from the gameplay. The icon must be appropriately sized The icon must be carefully colored The icon must have an appropriate amount of contrast

March 7, 2018 · 1 min

Responsive Game Interfaces

It’s abundantly clear that making interfaces for portals, single page applications, analytics or CRUD apps is so much easier than creating applications for games. UX within games is much more complicated. Now add upon that complication a responsive design. It took the better part of 8 hours to get a design mock-up that worked on the smallest iphone device (man they’re tiny!) and that scales up to the largest phablet. I still need to work on detaching the pane and having a more ‘diablo-esque’ two-pane character panel / inventory approach for desktop users. ...

March 24, 2017 · 1 min