Ability Icon User Experience

Ability Icon User Experience

When using abilities within most games the user doesn't have any time to look for an ability name so recalling an ability quickly by an image or icon that accurately represents it is incredibly beneficial. Similar to this idea, there are 4 basic requirements when creating ability icons. Below they are listed in priority order.

  1. It must be easily used (click/button press, etc.)
    • The user shouldn't have to look around documentation to understand what button to press
    • The user shouldn't have to struggle to hold down multiple buttons just to use it
    • Accessibility should be taken into account (screen

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Responsive Game Interfaces

Responsive Game Interfaces

It's abundantly clear that making interfaces for portals, single page applications, analytics or CRUD apps is so much easier than creating applications for games. UX within games is much more complicated. Now add upon that complication a responsive design.

It took the better part of 8 hours to get a design mock-up that worked on the smallest iphone device (man they're tiny!) and that scales up to the largest phablet. I still need to work on detaching the pane and having a more diablo-esque two-pane character panel / inventory approach for desktop users.

The largest surprise in this day endeavor was

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