Pacing the Flow of Information in AAA Games / Ahmed Salama (EA DICE)

819
8.8
DevGAMM26.7 тыс
Опубликовано 6 октября 2020, 11:00
Gameplay pacing is critical in deciding which information is presented to the player at any given moment, while they are playing. In this talk Lead UI Software Engineer and UX Designer at EA DICE Ahmed Salama shares tools that can help you and your team pace the flow of information that is presented to your player. As examples Ahmed uses multiple titles with different settings and mechanics: from the open world of Horizon Zero Dawn, to the sandbox that is Battlefield V.

Slides: dropbox.com/s/7mlmg7t9crkg5eb/...

Contents:
0:00 – Intro
2:23 – UX design for multiple devices
5:22 – Immersion vs Absorption
12:38 – Horizon Zero Dawn
26:14 – Battlefield V
31:22 – Summary


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