Jennifer Scheurle Profile picture
Sep 1, 2017 5 tweets 1 min read Twitter logo Read on Twitter
Hey #gamedev, tell me about some brilliant mechanics in games that are hidden from the player to get across a certain feeling. Example:
Assassin's Creed and Doom value the last bit of health as more hit points than the rest of it to encourage a feeling of *JUST* surviving.
In Hellblade, the game breaks diegetic UX to let players know of the potential permadeath that is a myth, but effects emotion and playstyle.
(I'm adding here to include tweets in my talk that I want to cover :) )
Adjusting NPC drivers in games such as Mario Kart as well as powerups when players are falling behind is referred to as rubberbanding.

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More from @Gaohmee

Oct 8, 2018
I'm watching @unrooolie play the new Mario Party and it's real good with some really interesting design choices and changes, so I'm gonna write a small thread about some things I've noticed just from glossing over it a little. Here goes:
@unrooolie So first off, I think it's really interesting to see a Mario Party with a complete overhaul of the UI design AND it being the first that is really minimalist and super clean. All white, simple lines and fonts, which I really appreciate contrasting the otherwise intense design.
@unrooolie I also noticed that they massively came down on the board design. Every single one I've seen so far is very tight and straight-forward, pretty much fitting on one screen, mostly.

I appreciate that change because a lot of time was previously spent scanning the map each turn.
Read 14 tweets
Sep 30, 2018
This is a really great thread on how parents can teach their children that it's ok to set boundaries and leave uncomfortable situations.

I have a counterstory of how we teach boys to step over boundaries:
I was 17 and my boyfriend was 18 when I broke up with him after he had been bugging me aggressively for months and months that I was better at playing videogames than him (real story, not kidding). He was getting quite hostile and aggressive so I broke up with him.
I explained to him why and what was important to me and then I left.

However, his mother was not having it and she decided that my reason wasn't good enough. She drove him all the way from Bavaria to our house, 4 hours (!) away to confront me.
Read 6 tweets
Sep 29, 2018
I read an article today that one of the most dire side-effects of neo-liberalism was an epidemic of loneliness.

Combating this epidemic is one of the reasons why I became a game designer - so here is a small thread about the love of creating connection using games!
I became a gamer because I was attracted to the connection and community I was offered within the medium and its community - as critical as I am of it at times.
I intimately know the potential of both.

Belonging is one of the very basic human needs - we know this.
Loneliness, as it turns out, has not only dire negative effects on our psyche, it also has physical symptoms. And to underestimate the lack of bonding and belonging can have deadly consequences.

In a globalized world, games allow for people to find several avenues to help.
Read 12 tweets
Aug 23, 2018
Hey, hi, I wanted to write about this earlier already but life happened, so let me write about it now: I believe the most important skill as a designer are communication and debating skills. Yes, debating. Proper debate. Because game design NEVER exists in isolation.
I was chatting to @rebheartsyou about communication between UI/UX designers and game designers and we came to that point because especially in larger teams but also for clients and smaller companies, you will always have to justify your choices - and more.
@rebheartsyou This goes way way beyond only communicating your idea - that's literally only first base. You'll need to do a lot more than that. You need to be able to justify its implementation as you create work for others in the process, you need to defend it against other concepts.
Read 13 tweets
Aug 7, 2018
Y’all keep linking me that Kotaku piece on Riot Games culture and sexism asking for my thoughts, so I guess I’ll write you a thread.

I’ve read so many pieces like this. So. Many. I read them nowadays half-engaged because they all read the same, honestly.
Now, not to say it’s not a good piece of journalism or that they shouldn’t exist - they do. They put explicit pressure on companies to do better.

But to people like myself and other marginalised folks, this is just same old, same old.
Truth is: these articles exist more to educate men than anything else. Women’s pain in these articles exist to make you give a fuck, or at least try to, but evidently it’s not that simple and we’ll all gasp and be outraged for a little and that’s often it.
Read 18 tweets
Jul 16, 2018
Ok ok so... I was thinking about the amazing car chase scene in Uncharted 4 and I wanna write a small thread about how well designed and curated it is. Let’s gooooo....!
I don’t have to scream at you about the cinematic mastery of Uncharted, that’s pretty obvious. But I specifically love the grit of Uncharted 4 and especially how it uses voice acting and sound design to emphasise timing and pretend that Drake is kinda winging everything.
So we start off the chase segment by - of course - jumping into the car, because of course. We get a verbal cue for our task here, which is very simple, but brilliant to set your mind to what comes next: “Just to down”, meaning downhill. It implies a “no matter how”.
Read 19 tweets

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