I recently attended a talk by Voodoo’s head of Berlin studio Alexander Willink at the White Nights conference. He spoke about Hyper casual games, an emerging genre which first grew to prominence in the app charts in early 2017. In this post I’ll explain what hyper casual games are, but firstly we can detail the prior existing categories, for contrast.
I’ll be attending the White Knights business conference for the games industry on the 12th of February. There will be many interesting talks and panels regarding hyper-casual (an emerging and less-known genre) A/B testing and changing trends in mobile gaming. Some co-workers will also be giving talks and taking part in panel discussions which I’m eager to engage with too.
I’ll make a post based on my experience at the conference soon.
While playing a variety of games over the past couple of months I’ve noticed a chronic behaviour in myself. I would be playing a game and naturally have begun winding down, I’d be getting sleepy or knowing I had something I needed to do and was preparing to end my play session.
I was tasked with giving a presentation to the UI/UX department at Wooga recently, and decided to focus on an example of poor UI/UX implementation, as we usually focus on great ones and I felt it would be refreshing to see what not to do.
I’ve created another UI layout for a fictional mobile game. This time a sci-fi military shooter, along the lines of Black Ops. Having covered my process many times in this blog, for this post I’ll just give your a quick overview of what I did and why and show you the outcome.
For my previous post, in which I create and animated a victory screen for a fictional mobile action-rpg, I also created a logo for the game to make the mock up feel more real. The game is a high-fantasy affair (dwarves, magic etc) so I chose the name ‘Defender’, something simple and to-the-point.
In this post I’ll explain how I created the logo and and my rationale behind it.
In my role as a UI/UX Designer at Wooga, I’m currently working on a lot of Unity animations and VFX, for victory screens and celebratory prize reveals etc. I hope to make a post about these soon, once I have cleared using the artwork and screenshots with my manager. For now I thought I would show my creation and animation of a victory screen for a fictional action-rpg for mobile devices, which I’m calling ‘Defender’.