SuperMario64Wikipedia

Building the control scheme for your video game is a thankless task. If you do it right, no one will notice it; fail, and you’ll have a lot of angry consumers. Despite that, a great control scheme can make or break a game, and I want to talk about five important points that go into it.

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We’re back to talking about UI design in today’s Critical Thought. For this piece, I talked about some simple points that can help or harm a game because of its UI.

 

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Today’s Critical Thought returns to the topic of tutorial design in video games. I talked about some passive things you can do to make your game easier to learn. This ranges from when to introduce elements, to UI design and more.
Be sure to watch the presentation that George Fan did on Plants vs Zombies for more: http://www.gdcvault.com/play/1015541/How-I-Got-My-Mom

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Getting the feel of your control scheme is the topic for today’s critical thought. I talked about the differences in when to use an analog stick vs. a key press, input delays and the pacing that becomes impacted. I also put on a little skit to describe Street Fighter 5’s flow for combat. Sorry about rambling at the end of the thought; didn’t get much sleep the night before.

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