4 UX/UI Design Problems I've Recently Discovered in Gaming
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- čas přidán 1. 06. 2024
- In this video, I'll discuss 5 UX/UI design problems I've discovered in popular video games. Learn about design principles and how they apply to your game development journey. If you're interested in UX/UI, game development and more, this video is for you!
If you're looking to learn more about marketing, freelancing, and discussing games from time to time, subscribe today!
LinkedIn: / madebytaz
Portfolio: www.designedbytaz.com/
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#uxdesign #uidesign #socialmediamarketing #digitalmarketing #creativeindustry #gamingcommunity #gamedevelopers #indiegames #indiegamemarketing #indiegamedev #userexperiencedesign #userinterfacedesign #graphicdesign #webdesign #webdevelopment #contentcreation #gametrailers #gametrending #gdc #gamedevcommunity
What game are you currently playing?
Most recently I played Detroit Become Human. For me, the UX of this game is sooo good, it gives me the feeling of being immersed in a real movie
I'm playing Tunic at the moment and I really like a lot of that game. UI is not difficult to understand and there isn't much visual clutter or any of the things mentioned in the video. But the whole gimmick of the game is not understand and learning as you go which makes the game incredibly interesting. But it's a nice chilled game and I would recommend it to anyone interested in puzzle games
@@duztine I’ll have to check that one out
@@fresh_k5926 I have to finish it! Have you played Cocoon yet? Basically non-existent UI that is so well done!!!
@DesignedByTaz I first saw it on Razuten's channel and it looks like such a cool idea so I'll definitely check it out
As an Argentinian I just came here to learn about UX/UI but I can’t help being distracted about that CAMISETA DE RIVER
😂🤣 😎😎😎
Jajaja
Aguante boca
Wow, Suicide Squad would look messy even without any UI.
You ain’t wrong
On a journey to releasing my first commercial game - this video was phenomenal! Keep ‘em coming.
Thanks! Will do!
For being a game that's intentionally designed to be hard to look at, I'm amazed at how good Cruelty Squad's UX is. The life blob is immediately parseable no matter where you're looking due to the color coding and being so big it can't escape your peripheral vision, the enemy vision indicator immediately tells you when you're in danger, enemies never blends into the background and it's immediately clear when something stops being a threat due to the giant blood splatters.
Never heard of it but it has an insane number of positive reviews on Steam. Thanks for sharing!
Share the ascent UI Work, it seems hella interesting
I appreciate the color coordination on the shirt. It definitely helps sell the point of complimentary colors in designs. Dunno if it was intentional or not😅
Hahaha honestly it wasn’t
Good content and great explanation of the principles! Good UI/UX critiques can benefit the whole small devs community
Appreciate you watching!
Thanks for crafting this UX Dive
Next up: Series of vids for:
A) 10 2D games with great design
B) 10 3D games with great design patterns (in-world or haptic, etc)
C) 10 Indie games with great, new or unexpected design patterns
2D and 3D approaches have diff challenges to overcome in sep vids. Also indie scene has made new design patterns that AAA corporate never found. Much potential for a series!
Love it! Appreciate you!!!
It's the second video i've seen of your channel, and i really like them.
I love UI/UX design, and im also pretty good at it, but for games, where I want the player to be Immersed, sometimes I don't even give them a Crosshair, because I find it distracting!
But on my current game, which is 2D automation, you need much UI :)
Totally understand that. Have you played Cocoon yet? Minimal UI at its finest!
No, but I just looked it up and it looks amazing, I'm definitely gonna try it, thanks for the recommendation :)
I have played stray (the game with the cat) in the past and I've felt so Immersed. Probably also because of the lack of UI
What makes you think that overminimalism is the way? UI has nothing to do with distracting player.
BRO THIS IS SO NEEDED THANK YOU SO MUCH
Love your deconstruction Taylor. Please keep uploading new videos.
Appreciate it!!!
Good to see another video!!!
Great video! I can tell you really know what you are talking about, good stuff.
Appreciate it lol
thank you for this great video , I learned a lot keep it up
Thank you!!!!
Awesome content!🎉
Thanks Felipe!!!!
About The Ascent, the black with red text can be hard to see for some people with colorblindness too
10000%!
like all the damage numbers popping up that no one can really comprehend it in real time. I understand BIG hits being there because that is exciting and can help with knowing character strengths/move stats etc. but I would get so taken out of the immersiveness by all those little numbers popping up if the damage isn't really great enough to matter enough to be displayed like that
Yep! Me too!!!
Very underrated channel :))
Thank you, I appreciate that!
Preach my guy!
Thank you!
2:51 I’m curious as to why white on a yellow background is considered good, when yellow on white is bad. I can barely see white on yellow and would have thought that alone would make it bad.
I’m still learning and struggling with color theory
Honestly that might be a typo but depends on the shade of yellow
Good content.
Thank you
Im doing the ux/ui for this game that wants to be realllyy accessible. Ideally for all ages and as many disabilities as possible. Because of this, the HUD got crowded very easily. It includes button captions, an inventory, money, and health/stamina. There are options to hide some of this stuff in the settings. Do you have any advice as to what the main elements need to be there vs what doesn't? Love this video!
It's almost atp of Cognitive overload
@@KonanFlower my first question would be, what information has to be on the screen for the player to accomplish the particular goal/objective of the game and/or level?
I’ll be honest, after reading your comment, the famous quote popped into my head “when you try to please everyone, you end up pleasing no one.”
Being in the UX world, it’s our job to challenge the creative direction. Hope this helps!!!
@DesignedByTaz you hit the nail on the head with that quote! Everything I described has to be on screen. I was thinking of holding a discussion about our target audience since "all ages and disabilities" is pretty limiting. I joined after this target audience was established.
My five cents is that you should hide and show elements dynamically depending on what's needed. E.g. in Mario Odyssey, you only see special creature controls while you're possessing someone, but you don't always have a prompt explaining how to jump because you do that so often you'll memorize it. Likewise in Elden Ring, your health and mana bars are hidden when full, your equipment icons only show up when you cycle through equipment slots, and so on - you're only shown things when they're relevant.
i think dota 2 also has congnitive overload when displaying player kills and it make the HUD messy when playing
Can’t honestly remember the HUD since it’s been so long since I’ve played that
GL with simplifying MMOs UIs. Simplify EVE Online's UI, for example.
Cognitive overload is a thing BUT the user quickly learns how to ignore information he doesn't need at the moment (who sees ad banners on websites now?) and switches his attention between different areas of the screen. The core is to keep the same elements at the same places (people don't give a crap about "intuitive" icons, they rememeber their place) and keep the whole UI consistent.
I completely agree with the idea that you don't need to keep all the possible stuff on the screen. But it's much, much worse to get rid of something player does need to make instant decisions and/or perform instant actions. This is the point where the rarely used element suddenly becomes essential.
True but that’s assuming the player base will stick around long enough to learn and get use to the UI. That’s a gamble unless you know through effective testing and feedback that gameplay is top notch.
@@DesignedByTaz Surprisingly enough A/B testing does help. But that's not the case. Complexity of the game usually comes with complex UI only its users understand. My wife plays some facebook games and their UIs look quite overloaded to me, but for her it's ok and simple. Players know what's important at the moment and ignore everything else. Okay, let's see. WoW is one of the most significant MMOs, no doubt about that. Have you seen its UI? Have you seen how many mods people add to the game making its UI a complete mess to any observer? Literally hundreds of indicators, captions, progress bars, icons and everything flood the screen. But players love it and don't understand how to play vanilla version.
I personally find the rising trend of oversimplified UIs interesting and promising, but it's just one particular branch on the Game UI/UX tree.
You definitely aren’t wrong. Wow or even LoL are similar in that aspect, yet they have huge established player bases. I would honestly be intrigued to look back over the years and see the changes in the UI over the years to see how they started vs today. We have to remember speed of change as well. But I agree, existing player base and genre plays a huge role (this is where intuitive design comes in to play).
@@DesignedByTaz Glad we have agreed on that. People usually tend to see only one "right" way of doing smth ) I'm a game UI/UX developer myself so i always love to hear from colleagues, although i don't always agree with their views )
What makes games even more interesting thing to work with is the fact that some games have nothing but UI ) Yeeeeah, let's get rid of it and have such a nice clean black screen )
Boquita el más grande
🤣😅🤣
El Glorioso River Plate!
🤩🤩🤩
Cognitive overload lmao... Me as a raid leader with like 40 different addons onscreen at all times monitoring everyones cd's, timers for mechanics, and notes on screen for different groups positionings all while tanking, healing or doing dps while also still doing mechanics and everything else.
lol you’re a unique specimen
Thing is, you are reading the data from clear ui elements that you yourself curated and positioned for your own convenience.
Why you have River Plate’s shirt but your English sounds native ?? Haha .. btw great content!
😂🤣😂🤣 family ties. Appreciate it!
Very useful. thank you so much
... and excuse me, where is the 5th problem lol
Hahaha good catch. It’s meant to be 4 but I suppose there could be 5 with all the other minor design tips I discussed randomly lol
@@DesignedByTaz I just watched all your videos, they are great. Keep going please, the community needs you ^_^
Dont start me on the Apex Legends Ui UX XD
Yeahhhhhh 🤦🏼♂️
Aguante River! 😂
😂
Me miré todo el video, el último minuto me di cuenta que tenes la casaca gallina jaja
Hahahahaha!!!
Aguante river pelado!!
River iykyk
🤗
¡Aguante River Plate!
Jajajaja cómo llego esa remera de River ahí??
😜
Esa camiseta la conozco 😂
🤭🫣
RIVER papa
Boca boca bocaaaaa
😂
The last one looks too much like plants vs zombies and that combined with bad design makes me not want to play it.
It definitely drew inspiration from it but if you’re a fan of medieval themed stuff, give it a try.
you didnt reall teach anything thou, you jsut provided some xamples of bad uis
Always appreciate the feedback, even if I don’t agree. Thanks for at least checking it out!
@DesignedByTaz Hey there, Taz. So how's your videos and subs going after the cleanup? Is it safe for me to assume some statistical improvements?