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Game Design Conventions
Not conventions as in E3, GDC, Gamescon or PAX. Conventions as in standard practices. Game design is about creating experiences for the player (user). Always […]
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Schematic Diagrams
Schematic diagrams can change depending on the type of outcome being designed. All of the examples below are templates form diagrams.net. For web design they […]
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Grey Boxing
Grey boxing is a term used when developing a prototype environment or component for a video game. The terms is due to the fact that […]
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Scale Drawings
Small scale mock-ups of larger designs can quickly give the impression of what a complete system might look like. A low poly model of a […]
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Composition Methods
The composition methods will change depending on the digital outcome you are producing. If taking photos consider lighting, distance from the object, etc. For video […]
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System Block Diagrams
A block diagram is a type of flowchart that displays how a system works at a high level. It will not show how all the […]
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Game Design UX
UX for Game Design involves the majority of the other types of UX. There is also the intangible ‘feel’ of the game so playtesting is […]
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Visual hierarchy
Visual hierarchy is all about the layout and positioning of content on a page or screen. The placement of fonts, images and shapes is important […]
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Naming conventions and naming schemes
File management and naming is absolutely essential to the success of any project. Files should be saved in logical locations with appropriate file names. For […]
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Object-relationship mapping and data modelling
Object relationship mapping shows how different objects or classes of a program are related to each other. These maps help us to understand the data […]