Game Design Research
Amir's article solidified my knowledge of design concepts by justifying why things are designed the way they are. For example, I didn’t think about why games animate the sliders from end to start at launched, but after reading this article, I realized that it was to bring awareness to the slider feature within the game.
I found that I had applied some of the best practices in my Every Picture project as well. In my project, I used delayed buttons, alternate copywriting for the “X” button, and semi-transparent backgrounds. These elements were meant to bring focus to specific elements and to keep users on the page for longer, but I didn’t know the same practices were used in mobile game design.
Some things I learned from the article was that draggable objects anchor points at the top left and the center because the user should be able to see the dragged object. Objects should also have a clear drop-zone and be pulled rather than pushed across the screen. I personally noticed these pain points in some of the games I played where I had to rotate my phone to see what I was dragging and to where because the object had a strange dragging point and the screen was too small to see the drop-zone that wasn’t highlighted. Pushing against the screen also felt off since it caused more friction compared to pulling. Amir’s article on the best practices for game design was super helpful and made me realize that there is a reason why mobile games look and feel the way they do.
Joanna Hu
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