articles
UX, strategy and game design thinking in practice.
Essays on the decisions behind interfaces, research and player experience, with examples, trade-offs and questions worth testing.
featured reads
Start with the pieces that best connect design, business and games.
22
Game UX · O Meio Noob
Playing as Abby does not mean forgiving her
How The Last of Us Part II uses familiar actions to complicate a player’s allegiance. 03UX Strategy
Three decisions that make design more strategic
Choose the outcome, locate the obstacle and decide what evidence would change your mind. 12UX Research
What should change after a usability test?
Keep observations, explanations and proposed fixes separate long enough to make a better decision. 13Game UX
Which friction should Game UX remove?
The useful distinction is the role of an obstacle, not whether the product is a game. 20Game UX
Cities: Skylines: what a menu redesign needs to prove
A concept should explain its priorities and the states that could break them.archive
All articles, organized from newest to oldest.
22
Game UX · O Meio Noob
Playing as Abby does not mean forgiving her
How The Last of Us Part II uses familiar actions to complicate a player’s allegiance. 21Product Design
When Product and UX disagree about scope
Make the cost of a smaller release visible before calling it an MVP. 20Game UX
Cities: Skylines: what a menu redesign needs to prove
A concept should explain its priorities and the states that could break them. 19Game Development
What a game UI prototype needs beyond Figma
Input, focus and changing state are good reasons to take a small interaction into an engine. 18Game UX
Battlefield 2042: what a revive indicator actually tells you
A small HUD change can make another player’s intention visible. 17AI · Games
What does a generated NPC conversation let the player do?
More dialogue only helps when the game can support the expectations it creates. 16Career
When your portfolio makes your progress hard to see
A practical reflection on evaluating your work without turning every gap into a judgment of your ability. 15Game UX
Why a bridge matters in Death Stranding
The effort of a delivery changes the meaning of the help you find along the way. 14Game UX
Read a game interaction before redesigning its HUD
A practical way to investigate intention, targeting, feedback and recovery. 13Game UX
Which friction should Game UX remove?
The useful distinction is the role of an obstacle, not whether the product is a game. 12UX Research
What should change after a usability test?
Keep observations, explanations and proposed fixes separate long enough to make a better decision. 11Research
Would this persona change a design decision?
Behavioral differences matter more than a detailed fictional biography. 10Game UX
Adaptive difficulty needs to earn the player’s trust
A loss is a signal to investigate, not proof that a player wants an easier game. 09Tools
Practice needs a question
Repeating design exercises only helps if you can tell what improved. 08Design & Development
How much code does a designer need to understand?
Learn enough about the medium to investigate the constraints affecting your work. 07Design Process
Ask for feedback someone can act on
The review question should match the decision you are ready to change. 06Career
Five UX skills, seen through one checkout problem
Following a single problem shows where research, structure, interaction and visual craft depend on each other. 05Design Communication
Explain the decision, including what it costs
A useful design rationale makes the problem, evidence and trade-off visible. 04UX Design
Five UX principles under real constraints
Consistency, feedback and simplicity become useful when they guide a specific choice. 03UX Strategy
Three decisions that make design more strategic
Choose the outcome, locate the obstacle and decide what evidence would change your mind. 02UX Communication
When a stakeholder says “make it stand out”
How to turn a vague request into a decision the team can actually evaluate. 01Game UX · Video Essay
When does guidance take the discovery away?
The timing and specificity of help matter more than the number of markers on screen.keep exploring
