CulturedUrbanite VideoGame Selects.

Would be nice if you could record this with handcam. I believe your score I just want to try to replicate your inputs as I've never seen the part with the flying balls

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:goat:

does the source of the game match the quality of gameplay.

that's the real question here: how awful is your code.

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Depends on how highly you rate the gameplay.

well I was playing it and I was thinking: "this is what developing a game in unity gets you: nothing different than a flash game in 2004"

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"nmagane made this game in 2009"

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I'm glad you're already sorting out accessibility options. It's important that every person has a chance to experience your game, even if you haven't determined if it's worth playing yet.

why is it important

I'm a proponent of quantity over quality.

We can have a longer conversation about UX if it doesn't bore you, but the short of it is that I was venting sarcastically. Not that I prefer sarcasm, I was just trying to match Nmagane's tone.

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Seems like you're already well-read on it then. I won't bore you. I despise the role of UX, maybe not in principle but in application.

I feel like I should read a book on object oriented design patterns to attempt to gleam something out for general purpose library API design. I would say that's the area of "usability" I'd be interested in.

it is a very good place to look at but it seems like you'd enjoy the engineering aspect more than the design

you almost baited me

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Can you elaborate?

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alexander-andreyevich-svechin-a8144d61-8855-4c73-97b2-05e00c34a42-resize-750

Is that nicholas cage

My statements above are referring to a dedicated UX role in game development (I am void of thoughts outside of this narrow scope - in fact I'm void of thoughts generally). With this out of the way, how do I put it simply? Well, just like Rust isn't a real programming language, UX designer isn't a real job position. Yet this role exists and is hired for.

If you want a good user experience, hire people for real dedicated roles (art/UI/design/programming) that love games. The UX designer isn't especially good at any of these. They studied "design" and play games all of the time which makes them an expert, so they've earned a seat at your company. The UX designer will ask such questions as: Why aren't our input mappings, UI layout, and gameplay flow exactly like every other mainstream game? (Implying that if the isn't done the game will confuse people). Why don't we support every accessibility option that Microsoft does? (This is ultimately their obsession) Can we add subtitles for every single sound in the game? (Yes, including non-dialogue) Can we add ten filter options for this extraneous UI element? And solving any of these would only make you wish you'd spent your time on anything else. If they do art you'll wish you'd have hired an artist, do programming you'd wish you'd have hired a programmer, etc.

My opinion is that generalists, designers, and leaders should be born out of a specialization. And if you've ascended the ranks to finally earn the title "Video game UX designer", you'd be doing everyone a favor by moving to another field.

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