Some UX observations on the Hitman Sniper game. A great sniper mobile game from the Hitman label. The game is produced by the studio Square Enix in Montreal.
John Romero - The Early Days of Id Software: Programming Principles - Codemot...Codemotion
As co-founders of id Software, John Romero and John Carmack created the code behind the company's seminal titles. The principles they defined through experience in id’s earliest days built upon one another to produce a unique methodology and a constantly shippable codebase. In this talk, John Romero discusses id software’s early days, these programming principles and the events and games that led to their creation.
John Romero - The Early Days of Id Software: Programming Principles - Codemot...Codemotion
As co-founders of id Software, John Romero and John Carmack created the code behind the company's seminal titles. The principles they defined through experience in id’s earliest days built upon one another to produce a unique methodology and a constantly shippable codebase. In this talk, John Romero discusses id software’s early days, these programming principles and the events and games that led to their creation.
This is the pre-production for unit 4. The pre-production covers the stage before production. This covers designing layouts for the product, the final part of the planning for the product.
This is the demo version of Maze Master. Your mouse is you. Navigate through many obstacles and don't fall outside the path. Maze Master Release date is April 5th, 2016.
Mobile joystick - The 1st Global HackathonAppCenter_ROK
The first global hackathon (http://appcenter.kr/wp/archives/category/global-hackathon) was held at DDP (Dongdaemun Design Plaza, Seoul, South Korea) from 19th to 22nd May. Around 100 participants from over 10 different countries.
This is the pre-production for unit 4. The pre-production covers the stage before production. This covers designing layouts for the product, the final part of the planning for the product.
This is the demo version of Maze Master. Your mouse is you. Navigate through many obstacles and don't fall outside the path. Maze Master Release date is April 5th, 2016.
Mobile joystick - The 1st Global HackathonAppCenter_ROK
The first global hackathon (http://appcenter.kr/wp/archives/category/global-hackathon) was held at DDP (Dongdaemun Design Plaza, Seoul, South Korea) from 19th to 22nd May. Around 100 participants from over 10 different countries.
This is a presentation for want to be home owners, but do not have sufficient Deposit based on normal bank standards.
Let me teach people the skills on how to move into their own home.
Let me be your consultant.
The Green writing is a commentary of the slides.
المجلة العربية الأولى لألعاب الكمبيوتر المجانية و مفتوحة المصدرsamie19
المجلة العربية الأولى لألعاب الكمبيوتر المجانية و مفتوحة المصدر من انتاج مدونة الطريق الى التقنية
http://way-tech.blogspot.com/
تحتوي على ألعاب مجانية، ألعاب أونلاين, ألعاب الانترنت, ألعاب الحركة, ألعاب السباقات و السيارات, ألعاب الرياضة, ألعاب الأطفال, ألعاب تعليمية و الكثير في أول مجلة عربية لألعاب الكمبيوتر المجانية و المفتوحة المصدر
3. #2 – Subtility
I know it’s only the
loading screen but the
loading is so subtle that I
nearly missed it and
asked myself if the splash
screen had just
freeze…the loading
animation could be a little
bigger so the user doesn’t
have any doubt about the
current screen status. It’s
the same for all the
screens where the loading
is displayed.
4. #3 – Contrast and font size
On first sight, I hadn’t
seen that there was a
timer. There should be
more contrast between
the text color and the
background.
Same comment for the objectives
about the contrast. Also, the font
size should be a little bigger for
the old folks, like me, that are
playing the game ;)
Since it’s a repetition of the previous “Objectives” screen, add a « Start
Mission » button. I know that we could only click anywhere on the screen to
dismiss it but make the next step obvious.
5. #4 – Fire button
Don’t know if I’m the only one with this concern but I found it sometimes difficult
to control the gun movement and the shooting in the same space. For ergonomic
reason why not have a "fire" button on the right part of the screen? For the
lefties, an option could be added in the pause screen to switch the side where the
button is displayed.
6. #5 – Next Step
Don’t let the user be overwhelmed by all the content on the screen. Just like I’ve
said in the previous slide, make the next step obvious. The user should not have
to search for what to do next. Make it bigger and visually without any question
that this is the next step.
7. #6 – Don’t make me move for nothing
Adjust the position of this button to be in line with the natural position of the
thumb so I don’t have to move my thumb to the right to tap on it. The main
option could be positioned at the bottom center at the place of the comment
button that should be moved to the top next to the Facebook button.
8. #7 – Don’t make me move for nothing –
Part 2
Same thing when I failed a mission, move the two action buttons to the center, to
limit the thumbs unnecessary movement
9. #8 – Design?
Make the buttons bigger and move them to the center of the screen.
I know it’s only a confirmation screen but is it a reason to avoid any design? Make
it like it’s part of the game with contextual visuals.