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Pt  = point

We use small artboards while the devices we design for are huge. For example:

  • The iPhone XR has a Retina display that has twice as many pixels per inch (ppi) as a regular screen, meaning the artboard is rendered at twice as many pixels.
  • On the iPhone X, the artboard is rendered at 3 times as much, since it has a Super Retina display and 3 times as much ppi.

Designing for the smallest size allows scaling assets into the various sizes the different devices require while maintaining pixel-perfect rendering. 1 pt can be translated into 1,4 or 9 pixels at the @1x, @2x, and @3x sizes.

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Material Design is continually evolving. The style of the Material text fields changed in 2017 for the following reasons:

  • Users didn't know that they could interact and click on the text field (the most common way users enter and edit text in forms and dialogues).
  • The line under the old text fields was confused with a divider.
  • The label and input were confused with body text.

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This is the #1 thing to keep in mind when developing any product. But when the app is strictly about maximizing engagement — as games are — it’s absolutely critical. 

Before you set about building your app, develop a clear idea of who your target user is. It can be helpful to create personas about the types of people who will gravitate to your game. Additionally, you should perform market research into the wants, likes, and needs of your target audience, so you can build a product that responds to these interests and improve the user experience (UX).

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