Principles of UX/UI
My Top Five Principles of User Experience & User Interaction Design.
Currently Playing: Hand of Fate Deals Well With Constraints
By turning design constraints into compelling features, Hand of Fate reduces overheads and gives players an increased sense of agency.
Pillars of Design: A Supporting Role
Can Design Pillars replace the GDD in game development studios? And should you set a Poirot game on the Moon? In both cases, probably not.
Design Limitations
Sometimes, reading the comments is actually worthwhile. I found this comment on a YouTube video and it gave me food for thought.