
- English
- ePUB (mobile friendly)
- Available on iOS & Android
Designing the User Experience of Game Development Tools
About this book
This book is the ultimate guide to improving the user experience of game development tools. It will guide you through the User?Centered Design process — the gold standard in user experience design — and show you how watching users work, understanding their goals, designing efficient and learnable user interfaces, and refining them through targeted evaluation techniques is the key to building tools with a better user experience. This completely revised and expanded second edition includes nine new inserts with deep dives into many important topics, including:
- How to design tools that people will say are intuitive
- When to follow standards and when to innovate
- AI and game development tools
- What games can teach us about tools design
- Why watching users work is essential to improving the user experience
It also features excerpts from interviews with game industry legends, offering their advice on tools development:
- John Romero, co-founder of id Software and designer of DOOM and Quake
- Tim Sweeney, CEO of Epic Games (Unreal Engine, Fortnite)
Designing the User Experience of Game Development Tools is ideal for anyone who makes, uses, or benefits from game development tools. It explains complex concepts in a clear, accessible way and shares proven techniques backed by real?world examples and extensive references. Whether you're building a quick script or a full-scale level editor, this book offers the guidance and strategies you need to create tools that empower people to make great video games.
To learn more about the author, visit www.davidlightbown.com.
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Information
Table of contents
- Cover
- Half Title
- Title Page
- Copyright Page
- Dedication
- Table of Contents
- Praise for Designing the User Experience of Game Development Tools
- Foreword
- Introduction
- About the Author
- Chapter 1 ◾ Welcome to Designing the User Experience of Game Development Tools
- Chapter 2 ◾ The User-Centered Design Process
- Chapter 3 ◾ What Does It Mean to Be “User-Centered”?
- Chapter 4 ◾ Analysis
- Chapter 5 ◾ Design
- Chapter 6 ◾ Evaluation
- Chapter 7 ◾ Back to Analysis
- Chapter 8 ◾ Real-World User-Centered Design
- Conclusion
- Thanks
- Works Cited & Recommended Reading
- Trademarks
- Index