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GAME UX INSIGHTS & ANALYSIS


Dissecting Game UX with a focus on positive design and purposeful friction.
An ongoing collection of insights where I celebrate exceptional craftsmanship and challenge existing patterns
to advocate for more intuitive and meaningful player experiences.

Game UX - It grinds my gear
GAME UX - IT GRIND MY GEARS

-about the weapons system in Zelda: Breath of the Wild-

Game UX - Frustration on steroids
GAME UX - FRUSTRATION ON STEROIDS

-about the menu fatigue in Dragon Ball: Sparking! ZERO-

Game UX - Patience is gone
GAME UX - PATIENCE IS GONE

-a look at Players' habits-

Game UX - Existing post-purpose
GAME UX - EXISTING POST-PURPOSE

-a look at Game Lifetime-

Game Design - Keep the players
GAME DESIGN - KEEP THE PLAYERS

-how Pokémon try and adapt design to keep an aging players base-

Game UX - Pokémon: Evolving into disappointment
GAME UX - EVOLVING INTO DISAPPOINTMENT

-a look at Players' Expectations-

Game UX - The best flow for mounts: Temtem
GAME UX - THE BEST FLOW FOR MOUNTS

-a look at Game Feel #2-

Game Design - Create variety, use it weekly
GAME DESIGN - CREATE VARIETY, USE IT WEEKLY

-how Temtem use particularities to make a recurrent mission-

Game UX - And Temtem for all
GAME UX - AND TEMTEM FOR ALL

-a look at Accessibility-

Game UX - The pleasing fluidity in Temtem
GAME UX - THE PLEASING FLUIDITY IN TEMTEM

-a look at Game Feel #1-