Blog - Page 2
Discover behind-the-scenes stories, expert tips, and the latest trends in game art production, design, and development.
What Is UX Design in Games? The Player Experience Layer, Explained
UX design in games is the discipline that decides whether a player understands your game or quietly puts it down — and for an art director, it is also the part of the game players look at more than any hero asset you will ever ship. The HUD, the menus, the in-world prompts: that is […]
15.06.2026
How Player Psychology Shapes Every Game UX Decision
A game can have spectacular world design, a tight combat loop, and a technically flawless build—and still lose players in the first hour. Not because the mechanics are broken. Because the interface creates friction the player quickly perceives as exhausting or disruptive. “Editorial illustration created for visual reference purposes. It does not represent a real […]
08.06.2026
UI/UX Co-Development vs Outsourcing for Game Production: How to Choose the Right Model
UI/UX is the layer players never stop touching. Every menu transition, every HUD element competing for attention during a firefight, every inventory flow that either respects the player’s cognitive load or quietly destroys retention — all of it passes through decisions your UI/UX team makes during production. Which means the question of who that team […]
27.05.2026
How to Choose a Game UX/UI Design Studio: 5 Technical Checks Before Signing
Introduction Most game studios discover the cost of a bad UX/UI vendor decision at milestone two. The mockups looked beautiful in the pitch deck. The Figma files arrived on time. Then the implementation started — and the interface broke under real gameplay state. Localization stretched buttons until the layout collapsed. Accessibility audit failed the publisher’s […]
20.05.2026
Diegetic and Non-Diegetic UI in Games: Design Principles and Use Cases
Two games. Same genre. Similar production budgets. One feels like you’re inside a world. The other feels like you’re operating a dashboard. The difference isn’t art direction. It isn’t writing. Often it isn’t even the quality of the UI assets themselves. It’s a single architectural decision made early in production — where does this interface […]
14.05.2026
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