What is Games's UX?
I write about 🎮 Game's UX (previous profile)- UX reviews with redesigns of UI elements (and other stories about games and UX), published by the videogame magazine SUPERJUMP (previous blog).
UX publications and newsletters like UX Planet, Prototypr.io and Sidebar.io have also published or shared my articles.
I've written Game's UX Analysis and I'm currently writing a series about UX in Games and the 10 UX Heuristics.
A UX Analysis of Real Estate Royale, Yakuza 0’s Game Within A Game
The first of a two-part series exploring UX approach, issues, and recommendations
A UX Analysis of Xbox Passkey
Making account access easier for the user
A UX Analysis of Cabaret Club Czar, Yakuza 0’s Game Within A Game
The second and final part of a two-part series exploring UX approach, issues, and recommendations
A UX Analysis of Cyberpunk 2077's HUD
Finding a balance between visual flair and effective communication
Doom Slayer UX
Analysing the onboarding experience for new players in Doom Eternal
Analysing UX in The Last of Us Part II
Exploring (and hopefully improving) the experience around melee weapons and upgrades
Mass Effect: How to Indoctrinate Users with UX Consistency
How the Mass Effect trilogy makes use of the fourth UX heuristic: consistency and standards
Applying Usability Heuristics to The Witcher 3: Wild Hunt
A UX case study focused on the visibility of status
Applying Usability Heuristics to Her Story
Exploring the alignment between in-game systems and the real world
The Enjoyable Illusion of User Control and Freedom
Exploring Nielsen’s Heuristic with a game that allows you to rewrite the rules
Applying Usability Heuristics to Undertale
Exploring what Undertale can teach us about minimizing the user's memory load through the lens of the 10 usability heuristics
Applying Usability Heuristics to Animal Crossing: New Horizons
Exploring how New Horizons prevents errors through the lens of the 10 usability heuristics