This book introduces the basics in game usability and overall game UX mindset and techniques, as well as looking at current industry best practices and trends. Fully updated for its second edition, it includes practical advice on how to include usability in already tight development timelines, and how to advocate for UX and communicate results to higher-ups effectively. The book begins with an introduction to UX strategy considerations for games, and to UX design, before moving on to cover core user research and usability techniques as well as how to fit UX practices into the business process. It provides considerations of player differences and offers strategies for inclusion as well as chapters that give platform and context specific advice. With a wealth of new interviews with industry leaders and contributions from the very best in game UX, the book also includes brand new chapters This book will be vital reading for all professional game developers and game UX advocates, as well as those students aspiring to work in game development and game UX.
Dense look at Game usability in video games. Lots of great case studies as well as essays/interviews from industry leaders like Hodent, and Hamilton. Really impressed with the high quality visuals and overall amount of content.
Only complaint is about the print production itself. The pages are wide, almost like a text book, but the read lines aren't split, and are therefor far too long. An ironic issue for a UX book to have.