Category
UX & UI
#Game Design
Kid-Focused Design: The Secret to Engaging 750M Young Gamers
PK XD has over 500 million downloads on Android alone. It gets 30 million views on YouTube every week. And their average session length is 25 minutes a session, with people playing around an hour and a half a day. So what's the secret behind their success? Here's what we know.
#Game Design
How to write perfect dialogue trees for games
One of the key times players get to make a choice is during dialogue. But how exactly do you create and plan all those branching paths?
#Game Design
How to make your game more diverse and inclusive
How can you make your game more diverse, accessible, and inclusive? It's not only a great thing to do, but it can also open up your game to a larger audience. Here's our guide on how you can make more inclusive and diverse games.
#Game Deconstructions
Marvel Snap, Marvel Contest, CoD Mobile: What makes them a mass market hit?
What does the stellar mass market success of games like Marvel Snap, Marvel Contest of Champions and CoD Mobile share in common? No, it’s not just that they are all popular IP/Franchises. Find out in this guest post from Om Tandon – industry specialist, game consultant and UX Director.
#Marketing & Publishing
Translating games: tips and best practices
Want to reach entirely new audiences and increase player engagement globally? Then let people play your game in their native language, but don’t fall into the pitfall of bad translation. Here are some examples and best practices for translating a mobile game.
#Game Design
Among Us VR dev talks about how to create immersive worlds
VR is all about immersion. It’s about allowing players to lose themselves in more than just a game, but a new world. You have to build VR experiences the right way to make this happen. This goal is always top-of-mind for Schell Games. In this interview, we spoke to Schell Games’ Vice President of Product, Charlie Amis, to learn their story. “For VR, you want to make the player feel like they’re actually in the world you’ve created. This isn’t as true or a high priority in PC and console games. If people start to lose that sense of presence and immersion, then a lot of the reason they put the headset on is hurt. They want to go to another world or be someone new. So you need to help them feel like they’re really there and really that...
#Marketing & Publishing
Hybrid-casual: the secret sauce to higher retention and better engagement
Hybrid-casual is a fairly new concept to enter the gaming world. You may have heard the whispers around the industry and a few hybrid-casual games already entering the app stores. But it’s starting to make its mark in the market. Players are starting to spend more time in games (with time spent in apps up 80% from 2019 to 2021). And in response, Developers and studios alike are turning their attention to this new type of game development and reaping the benefits (if done correctly). So what exactly is hybrid-casual? How does this differ from hyper-casual? And what do you need to do to get started? That’s what we aim to cover. Let’s dig in. So, what are hybrid-casual games? It’s when you mix together the simple core gameplay of hyper-casual, with the features and monetization models of mid-core. The...
#Mechanics & Features
How to Encourage More Snacking and Less Feasting
In early 2021 some clever bods* at a university wrote a research paper about how individual game mechanics affect player attrition (i.e. how many players your game loses over time). It was called ‘Serious Snacking: A Survival Analysis of how Snacking Mechanics Affect Attrition in a Mobile Serious Game’. While that title might make it sound a bit daunting, the paper has some really useful tips on ways to successfully keep people coming back to a game over a long period of time (called ‘snacking’). And luckily, we’ve done the reading so you don’t have to. Why is snacking good? Some games are designed for long single-play sessions (called ‘feasting’). But for most casual and hypercasual games played on mobile devices, short daily interactions with people coming back regularly are going to be most profitable for developers. So the more...
#Game Design
Adding Subtitles to Your Mobile Game – Dos and Don’ts
Subtitles might be one of the last things you think of. But they shouldn’t be – because they really do matter. Here are our thoughts on why, and some tips to help you get them right the first time. Subtitles are a must in today’s mobile games. And not just for gamers with hearing impairments. They’re important for lots of other ‘life’ reasons – people use them if they’re playing a game on public transport, because they have crappy speakers, if they’re trying not to disturb flatmates/children/significant others, and so on. While the numbers for mobile games aren’t really available yet, it’s clear that people playing on consoles are using subtitles – when Ubisoft tracked subtitle use on Assassin’s Creed: Origins, they found that 60% of players play with these switched on. And this is for a game that most...
#Game Deconstructions
How Coin Master Disrupted Social Casino And Pocketed $100M
Editor’s note: This post was orginally written by Om Tandon (Founder/Games Consultant at UX Reviewer.com) and Abhimanyu Kumar (Mobile Games Consultant) on Deconstructor of Fun. The State of Social Casino When breaking up the mobile gaming market according to Game Refinery’s taxonomy, the “Casino” (aka Social Casino) category is the third largest by revenue – and it has steadily been growing over 2018. Category revenue grew by +24% YoY, and the “Slots” sub-genre contributed to ~70% of this growth. “Slots” generate anything between an average of 70-80% of real world casino revenues, and the same engagement behaviour is mirrored in the Social Casino space. “Slots” are the largest revenue generating sub-genre of the Casino category, occupying a 78% share. Read more about our thoughts around this category and its future in our 2019 Casino category prediction post. * Ad revenues...
#Game Deconstructions
Part 3 of Advanced UX Prototyping: Next Gen. Prototyping For Games & Apps
Editor’s Note: this post was originally published by Om Tandon, Director of User Experience at Digit. With over 14 years experience, Om specializes in UX design, UI design and User Interaction, has previously worked at Gameloft and June Software, and is also a guest writer at Deconstructor of Fun. No code. No game engine. No scripting. Next Generation Game UX Prototypes and prototyping skills are here! If you have been reading or following this article series since last year, you are in for a treat! (Previous articles in this series can be found here and here.) To recap: Necessity indeed is the mother of invention, and methodology behind this series was born with: LACK of dev. capacity & time for UX prototyping. The NEED & DESIRE for pushing the boundaries of existing UX tools. Prototypes are the bedrock of usability testing way early in pre-production to gather valuable make-or-break user feedback....
#Guides
Mobile vs Desktop UI: Key Differences In Design
Mobile gaming continues to outpace both PC and console segments in the global games market, and now represents over half (51 per cent) of the total market share, according to Newzoo. And in today’s market, developers are no longer making a game for just one device. Mobile games in particular can now be been seen on desktop, Nintendo Switch, and other top consoles. So when keeping all of these unique devices in mind, how can you make sure your game’s UI works across them all? Psst! This post is slightly longer than usual, so you can jump to something in particular, if you want: Keeping it simple – difference in space and layout Choose your controls well – buttons vs. HUDs When to turn up the graphics – quality control UI checklist: testing your interface Top takeaways: everything summed up...
#Game Design
Game UX Style Guide: Why Do You Need One?
Editor’s Note: this post was originally published by Om Tandon, Director of User Experience at Digit. With over 14 years experience, Om specializes in UX design, UI design and User Interaction, and has previously worked at Gameloft and June Software. Is it just me or are UX playbooks, UX pattern libraries, UX style guides not talked about enough? Or incorporated as often as UI style guides or brand style guides? Are these just buzzwords or do they really not matter? Or is there some kernel of truth and real benefit of creating them, be it in games or enterprise softwares and apps? Before we start talking about the HOW, it is inherently important to ask WHY. Why do you even need a UX playbook, pattern library or style guide in first place? The origins Style guides have been around for a long long...