User Experience Research using Focus Groups and documents my findings on running a focus group on a team that looks to add a new mechanic to their game.
This aims to looks at User Experience Research using Observation as a way of getting data. I used the game Muse Dash and looked to examine why players keep coming back to the game.
User Experience Research using Thinkalouds to see how effective the tutorial for Crypt of the Necro Dancer was.
User Experience Research using surveys as a way of getting data. I used the game Persona 4 Golden and looked to see if the camera controls were intuitive.
A look into why UI should be focused on the middle of the screen when developing games where fast reaction times are needed.
Ways to make Diegetic UI stand out.
This document focuses purely on the artistic points that make the game Okami. Everything from its characters, environments, and even style are discussed and delved into great depths with each and every topic. A lot of research and time was placed into this document to ensure all information was valid and explained with proper amount of understanding.
This document attempts to go back and look at 2 classic old-school games and give them a make-over adding modern design elements and our own ideas to ensure they can retain player retention even till this date, but having no drastic impact in the main mechanics or the way the game is played. The two games I've chosen are Doom to appeal to people who prefer playing through single-player while the other being Metroid in an attempt to make it appealing for people who love Community/Online games.
Part 3 is the Final Portal 2 Report. What this report does is go in-depth with each level talk about its most important and vital parts and what the thinking behind each and every puzzle was. This mentions even more bugs that were found throughout the process and feedback given by fellow peers. It also ends on a note of what I feel on these levels and where I personally think I could have done a better job and opening up about my experiences on the project
This Document goes to show Level Designing in the game of Candy Crush. This goes in detail as to how my partner and I decided to use the pieces and the position to try to convey a story or message in a game as simple as this. We tried to explain it to the best of our abilities, but we were given a strict time limit we had to follow.
This document aims to explain the way Breath of the Wild functions as a game. It goes to great detail to explain every game object, to the game play loop, and even the core and additional mechanics. It also goes into how all of these come together to create an experience so unique and amazing that it's still being praised even till this day. I had a lot of fun writing this one as Breath of the Wild was one of my favorite games of 2017 and it's amazing seeing how much goes on behind the scenes.