The Game UI Database, a comprehensive reference of game interface design
81–90 of 104 posts
Re: The Game UI Database, a comprehensive reference of game interface design
#82Earlier quoted context omitted.
I disagree. Designing ergonomic interfaces is too often too far from designing playful interfaces that support the gameplay. Game designers != UX designers. UX designers already are the "game designers" of applications. And unfortunately they are not that often part of game development teams.
I’ve worked with dozens of “UX designers” and they are almost always just graphic designers who realized that they can make more money calling themselves UX designers. Most of them don’t do much user testing, and the ones that do seem to use user testing just to provide support for their preexisting ideas. Real UX experts, and real rigorous UX design methods exist because I’ve taken classes in grad school that teach…
Re: The Game UI Database, a comprehensive reference of game interface design
#83We build scientific software ( http://taxonworks.org/ ) where interfaces are notoriously bad. I feel the scientific community would benefit so much from a (sponsored?) program that paired game developers (or UI/UX specialists, or game psychologists) with teams building scientific software. For example we help describe species- while not quite the same thing, gamers do that everywhere, skinning, equiping, stat-min-max…
> scientific software ... where interfaces are notoriously bad. I think the problem here is two fold: bad UIs and bad APIs. In the science world, there doesn't seem to be any abstraction between backend and frotnend -- the whole thing is one intertwined mess. Scientists don't always write great software; they write scripts that get the job done quickly in a very specific way. Pair that with the lack of time that they…
Re: The Game UI Database, a comprehensive reference of game interface design
#84Awesomely put together with great menu! Does something similar exist for AppUIs? Maybe dribbble.com, but 1) I think that dribbble it is mostly about imaginary designs (cool actually, but I don't get to see the best UIs that do actually worked / went in to "production") 2) the menu in dribbble lets you choose mobile/print/... instead of TitleScreen/LoadSave/SettingsMenu/...
There are a few still not behind a subscription model, UI pattern libraries is what you're looking for. Here are some examples: https://pttrns.com/ http://uigarage.net/ http://ui-patterns.com/
Re: The Game UI Database, a comprehensive reference of game interface design
#85Earlier quoted context omitted.
There are a few still not behind a subscription model, UI pattern libraries is what you're looking for. Here are some examples: https://pttrns.com/ http://uigarage.net/ http://ui-patterns.com/
good list - added these all to my growing list here: https://github.com/sw-yx/spark-joy/blob/master/README.md#int... hope that helps
Re: The Game UI Database, a comprehensive reference of game interface design
#86The amount of games and screens is impressive, but for a site calling itself a database, it should take things further. Mainly, there ought to be a lot more textual content. For example, rather than just a screenshot of the options menu for a given game, there should be tables listing all of the options and their possible settings. Rather than just an in-game screenshot, each UI element should be called out and detai…
I'm a UI designer for almost a second decade now. In short textual content is the last thing I need from a site like this. Forgive me but that is just a load of pointless academic pedantry.
I love the design of the site, but the first game I checked is Assasins Creed Black Flag, because I know that game has a very clever UI solution present in at least the early games in the series.
There is nothing in this site about that feature and you cannot explain it with a simple tag. The name "Game UI datase" suggests a bit more than mere tags.
For the interested, the UI solution I was referring to is how the functions of the buttons on the right side of a common joypad are communicated to the player. When one of the buttons is pressed, a short description of all their functions will appear in the top right, layed out in the exact position they have on the actual joypad. Press a modifier key that changes the functionalities of these buttons and their descriptions will change while the modifier key is pressed.
This ensures that you will never forget what all the buttons do, which is a common problem for me as I don't have a lot of time to play and can sometimes leave a game for months before picking it up again.
The website only shows the "empty/unpressed" state of this element of the HUD, skipping one of of it's most innovative features.
Re: The Game UI Database, a comprehensive reference of game interface design
#87Earlier quoted context omitted.
> scientific software ... where interfaces are notoriously bad. I think the problem here is two fold: bad UIs and bad APIs. In the science world, there doesn't seem to be any abstraction between backend and frotnend -- the whole thing is one intertwined mess. Scientists don't always write great software; they write scripts that get the job done quickly in a very specific way. Pair that with the lack of time that they…
As a curious New Zealander, how does one volunteer with a government department? I had always assumed it would have to be strictly a contractor type relationship
Re: The Game UI Database, a comprehensive reference of game interface design
#88Earlier quoted context omitted.
> scientific software ... where interfaces are notoriously bad. I think the problem here is two fold: bad UIs and bad APIs. In the science world, there doesn't seem to be any abstraction between backend and frotnend -- the whole thing is one intertwined mess. Scientists don't always write great software; they write scripts that get the job done quickly in a very specific way. Pair that with the lack of time that they…
NZer here, interested to hear more about how you ended up doing that.
> I sent an email to a specific conservation project, asking if they happen to need any software help at the moment and they did. We got chatting, agreed on some goals and I got working. I signed their volunteer agreement form which sets out some conditions (nothing unsurprising). That's it really.
For what it's worth I am not even based in NZ; I'm in the UK. Happy to chat in more detail if you want to know more (my email is in my profile)
Re: The Game UI Database, a comprehensive reference of game interface design
#89Does this not violate copyright?
IANAL but it's probably covered by fair use. Otherwise "Let's Play Videos" on YouTube would not be possible(and they actually show all the content in the game, while this shows single screenshots). Same goes for games review sites, Metacritic, game wikis etc that all have screenshots. It's definitely not in the interest of a game publisher to disallow the internet to show off their game, but they probably can't legal…
Re: The Game UI Database, a comprehensive reference of game interface design
#90Earlier quoted context omitted.
I have built a couple Electron apps, one of which will be available as a commercial product soon. The main advantages (over executing your app in-browser) to my knowledge: 1. You can execute native code outside normal browser sandbox 2. You get your own application window
You can even have multiple application windows! But VS Code is the only one I can think of that bothers. God forbid you want to be in two Slack orgs at the same time, perhaps on different virtual desktops. Off to the browser version with you!