For today’s Industry Insight, I’m taking a look at the recent discussion from the Venturebeat demo of Cuphead. Is this a case of someone not qualified to play the game, or is the tutorial and design at fault? For the first part, I did a play-by-play breakdown of tutorial design and where Cuphead could use some improvements. After that, I talked about the problems with the presentation and play from Venturebeat.

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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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