Inventory UX Design - How Zelda, Resident Evil, and Doom Make Great Game Menu UX

Inventory UX Design - How Zelda, Resident Evil, and Doom Make Great Game Menu UX

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Inventories are hardly ever the stars of the show, but that doesn't mean they can be ignored. There's tons of design work that goes into making good inventory UX. Let's talk about the history of game inventory design, from Zork and other point-and-click adventure games through Skyrim and Moonlighter, how Zelda: Ocarina of Time and Wind Waker fixed their hotbar problems with the help of the second screens on the DS and Wii U, and what games like Resident Evil, Monkey Island, and Doom can tell us about how to make inventories feel great.

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Tags:
inventory
zelda
botw
majoras mask
ocarina of time
game design
designing games
inventory design
items
game ux
ux design
ux
ui
good design
adventure games
point and click
monkey island
zork
putt putt
king's quest
doom
doom 2016
quickwheel
hotbar
moonlighter
attache case
re4
resident evil
oot
tlozmm
tlozoot
wind waker
ultimate doom
final fantasy
wii u
gamepad
mario kart horn
skeuomorphism
breath of the wild



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