Presence in Practice: Affinity vs. Contrast in Video Game UX / Ahmed Salama (@Ubisoft)

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In 3D games we see many types of user interfaces. In this session Ahmed Salama, UX Director at Ubisoft Stockholm, shows what they are, and how to best select which type of interface should be presented to our players depending on the player's level of 'presence' while playing your game. You will see a case study covering a fictional abstract AAA open world game realised for this talk and how the UI is structured from the ground up while best respecting immersion in our game world and giving the game's core systems room to breathe. You will also learn how to apply this process to your current game project.
#devgamm #gamedev #ux

Contents:
0:00 – Intro
3:29 – Presence
6:46 – Affinity & Contrast
15:19 – The process
18:26 – Case studies
27:03 – Q&A session


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Tags:
devgamm
game industry
video game industry
gaming industry
conference
gamedev
game development
game dev
event
ux
ux design
ux ui design
user experience
user experience design
Affinity
Contrast
Ahmed Salama