• Biggest And Best Cuphead Plush Drops To Lowest Price Yet

    Club Mocchi-Mocchi Plushie Deals Zelda, Mario, Kirby, Sonic, and more See We’re inching closer to Prime Day, but you don’t have to wait until July 8 to save a few bucks on some of the best video game-inspired plushies around. Tomy's Club Mocchi-Mocchi collection is filled with ultra-soft, officially licensed plushies themed around Super Mario, The Legend of Zelda, Kirby, Animal Crossing, and more popular franchises.While many of the standouts hail from classic Nintendo franchises, one of our favorites is the 15-inch Cuphead plush. Fans can get this very cute Cuphead plush for. This is the lowest price ever for Club Mocchi-Mocchi's Cuphead plush, which is large and chunky enough to be used as a pillow. Cuphead 15-Inch Plush by Club Mocchi-MocchiCuphead displays a wide range of facial expressions in StudioMDHR's brilliant boss rush action game--and in Netflix's TV adaptation--but Club Mocchi-Mocchi opted for happiness with its officially licensed 15-inch plush. The result is an adorable recreation of the beloved character.Since Cuphead's cup head has a handle on the back, you could attach it to your backpack to have the world's largest keychain plush. In all seriousness, it's worth noting that this plush topples over if you try to display it without a support behind it. And yes, it's because Cuphead has an enormous head.Cuphead isn't the only large Club Mocchi-Mocchi plush available for a discount. Check out deals on Nintendo and Sega designs below. See Club Mocchi-Mocchi 15-inch gaming plushiesClub Mocchi Mocchi Plush DealsOther great deals on 15-inch plushies include Super Mario's Goomba for Mario Kart's Blue Shell for and Zelda's Octorok for The list below also includes a few deals from Best Buy, Walmart, and Target. You can get a 15-inch Yoshi Egg plush at Best Buy for and 6-inch Animal Crossing plushies for at Walmart. Target has a 13-inch Dr. Eggman plush for only You can pair Sega's iconic villain with a 15-inch Sonic plush for Continue Reading at GameSpot
    #biggest #best #cuphead #plush #drops
    Biggest And Best Cuphead Plush Drops To Lowest Price Yet
    Club Mocchi-Mocchi Plushie Deals Zelda, Mario, Kirby, Sonic, and more See We’re inching closer to Prime Day, but you don’t have to wait until July 8 to save a few bucks on some of the best video game-inspired plushies around. Tomy's Club Mocchi-Mocchi collection is filled with ultra-soft, officially licensed plushies themed around Super Mario, The Legend of Zelda, Kirby, Animal Crossing, and more popular franchises.While many of the standouts hail from classic Nintendo franchises, one of our favorites is the 15-inch Cuphead plush. Fans can get this very cute Cuphead plush for. This is the lowest price ever for Club Mocchi-Mocchi's Cuphead plush, which is large and chunky enough to be used as a pillow. Cuphead 15-Inch Plush by Club Mocchi-MocchiCuphead displays a wide range of facial expressions in StudioMDHR's brilliant boss rush action game--and in Netflix's TV adaptation--but Club Mocchi-Mocchi opted for happiness with its officially licensed 15-inch plush. The result is an adorable recreation of the beloved character.Since Cuphead's cup head has a handle on the back, you could attach it to your backpack to have the world's largest keychain plush. In all seriousness, it's worth noting that this plush topples over if you try to display it without a support behind it. And yes, it's because Cuphead has an enormous head.Cuphead isn't the only large Club Mocchi-Mocchi plush available for a discount. Check out deals on Nintendo and Sega designs below. See Club Mocchi-Mocchi 15-inch gaming plushiesClub Mocchi Mocchi Plush DealsOther great deals on 15-inch plushies include Super Mario's Goomba for Mario Kart's Blue Shell for and Zelda's Octorok for The list below also includes a few deals from Best Buy, Walmart, and Target. You can get a 15-inch Yoshi Egg plush at Best Buy for and 6-inch Animal Crossing plushies for at Walmart. Target has a 13-inch Dr. Eggman plush for only You can pair Sega's iconic villain with a 15-inch Sonic plush for Continue Reading at GameSpot #biggest #best #cuphead #plush #drops
    WWW.GAMESPOT.COM
    Biggest And Best Cuphead Plush Drops To Lowest Price Yet
    Club Mocchi-Mocchi Plushie Deals at Amazon Zelda, Mario, Kirby, Sonic, and more See at Amazon We’re inching closer to Prime Day, but you don’t have to wait until July 8 to save a few bucks on some of the best video game-inspired plushies around. Tomy's Club Mocchi-Mocchi collection is filled with ultra-soft, officially licensed plushies themed around Super Mario, The Legend of Zelda, Kirby, Animal Crossing, and more popular franchises.While many of the standouts hail from classic Nintendo franchises, one of our favorites is the 15-inch Cuphead plush. Fans can get this very cute Cuphead plush for $27 (was $35) at Amazon. This is the lowest price ever for Club Mocchi-Mocchi's Cuphead plush, which is large and chunky enough to be used as a pillow. Cuphead 15-Inch Plush by Club Mocchi-Mocchi $27 (was $35) Cuphead displays a wide range of facial expressions in StudioMDHR's brilliant boss rush action game--and in Netflix's TV adaptation--but Club Mocchi-Mocchi opted for happiness with its officially licensed 15-inch plush. The result is an adorable recreation of the beloved character.Since Cuphead's cup head has a handle on the back, you could attach it to your backpack to have the world's largest keychain plush. In all seriousness, it's worth noting that this plush topples over if you try to display it without a support behind it. And yes, it's because Cuphead has an enormous head.Cuphead isn't the only large Club Mocchi-Mocchi plush available for a discount. Check out deals on Nintendo and Sega designs below. See at Amazon Club Mocchi-Mocchi 15-inch gaming plushiesClub Mocchi Mocchi Plush DealsOther great deals on 15-inch plushies at Amazon include Super Mario's Goomba for $24.49, Mario Kart's Blue Shell for $22.50, and Zelda's Octorok for $23. The list below also includes a few deals from Best Buy, Walmart, and Target. You can get a 15-inch Yoshi Egg plush at Best Buy for $21 and 6-inch Animal Crossing plushies for $10 at Walmart. Target has a 13-inch Dr. Eggman plush for only $20. You can pair Sega's iconic villain with a 15-inch Sonic plush for $25.Continue Reading at GameSpot
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  • Best of Summer Game Fest 2025 trailers – Mortal Shell 2, Game Of Thrones and more

    Best of Summer Game Fest 2025 trailers – Mortal Shell 2, Game Of Thrones and more

    GameCentral

    Published June 7, 2025 3:33am

    Updated June 7, 2025 7:01am

    The Resident Evil and friends showWatch all the most interesting trailers from the biggest summer preview event of the year, including Sonic Racing: CrossWorlds, Code Vein 2, and Wu-Tang: Rise Of The Deceiver.
    You never know what you’re going to get with Summer Game Fest, the would-be replacement for E3 hosted by The Games Awards creator Geoff Keighley. Some years there’s tons of big name reveals and some years it’s mostly just AA and indie titles. This is one of those years.
    That doesn’t mean there was nothing of interest, but the mic drop reveal at the end of the two hour long show was Resident Evil Requiem, and it was by far the biggest game to be featured.
    Despite being only a day after the Nintendo Switch 2 launch, and Nintendo registered as a partner, the only time the console was even mentioned was a brief ad for Cyberpunk 2077: Ultimate Edition. Although that does probably increase the chances of a Nintendo Direct later in the month.
    There were a few notable trends for the games at this year’s Summer Game Fest: a lot of Soulslike titles with dark grey visuals, a lot of anime games, and plenty of live service titles still trying their luck at hitting the big time. So, if the thought of that doesn’t appeal you may find the pickings relatively thin. Although there’s also Jurassic World Evolution 3 and the Deadpool VR game if you fancy something different.
    Mortal Shell 2

    Expert, exclusive gaming analysis

    Sign up to the GameCentral newsletter for a unique take on the week in gaming, alongside the latest reviews and more. Delivered to your inbox every Saturday morning.

    The first annoucement was Mortal Shell 2, a sequel to the 2020 Dark Souls clone that is still one of our favourite Soulslikes not made by FromSoftware. Developed by a mere 30-man teamthe sequel seems to be going for a more overt horror atmosphere, while there was a lot more gun combat than usual for the genre. It’s out sometime in 2026.
    Death Stranding 2: On The Beach
    It’s never a surprise to see Hideo Kojima at a Geoff Keighley event but the cut scene he decided to show for Death Stranding 2 was not exactly the most enthralling. It featured Luca Marinelli as Neil and his real-life wife Alyssa Jung as therapist Lucy, arguing about the fact that he’s forgotten who she is. Neil is apparently the villain of the piece, and the one dressed up in Solid Snake cosplay in some of the previous images. The game itself is out in just a few weeks, on June 26.
    Sonic Racing: CrossWorlds
    Sega had a strange little dig at Mario Kart World during their reveal of Sonic’s latest kart racer, pointing out that it has cross-play… even though Mario Kart is obviously only on Nintendo formats. The game looked good, but the focus of the demonstration was crossover characters from other games, including Hatsune Miku, Ichiban Kasuga from Like A Dragon, Joker from Persona 5, and Steve from Minecraft. The game will be released on September 25 for every format imaginable.
    Code Vein 2
    We’re really not sure the art style in this unexpected sequel to the 2019 Soulslike works very well, with its anime characters and realistic backdrops, but at least it’s something a bit different. The original didn’t seem quite successful enough to justify a follow-up, but the action looks good and at least it’s one Soulslike that’s not copying FromSoftware’s visuals as well as its gameplay. It’ll be released for Xbox Series X, PlayStation 5, and PC sometime next year.
    Game Of Thrones: War For Westeros
    It does seem madness that there’s never been a console action game based on Game Of Thrones. There still isn’t, but at least this real-time strategy game isn’t just some seedy mobile title. Unfortunately, the pre-rendered trailer never showed a hint of any gameplay, so there’s no clue as to what it’s actually like, but apparently it involves ‘ruthless free-for-all battles where trust is fleeting and power is everything’. It’s out next year and seems to be PC-only, which is a shame as it could have worked as a spiritual sequel to EA’s old Lord Of The Rings real-time strategies.
    Onimusha: Way Of The Sword
    It’s been a very busy week for Capcom this week, with Pragmata re-unveiled at the State of Play on Wednesday and Resident Evil Requiem being the big reveal at the end of Summer Game Fest. But we also got a new gameplay trailer for the reboot of Onimusha, which looks extremely pretty and continued the series’ tradition of not even trying to have anyone sound like they’re actually from Japan. There’s no release date yet, but it’s out next year on Xbox Series X/S, PlayStation 5, and PC.
    Felt That: Boxing
    One of the strangest reveals of the show was what seems to be a Muppet version of Punch-Out!!, with the potty-mouthed puppets taking part in what also probably counts as a homage to Rocky. The gameplay does seem almost identical to Nintendo’s old boxing game but hopefully there’s a bit more to it than that. The game doesn’t have a release date and is currently scheduled only for PC.
    ARC Raiders
    Expected to be the next big thing in online shooters, the only thing ARC Raiders has been missing is a release date, but it finally got that at Summer Game Fest. It’ll be out on October 30 for Xbox Series X/S, PlayStation 5, and PC, which is interesting because that’s right around the time you’d expect this year’s Call Of Duty to come out – and the new Battlefield, if EA launches it this year. ARC Raiders’ strong word of mouth gives it a head start though, which could make for an interesting autumn shootout.
    Out Of Words
    When we interviewed Jospeh Fares about Split Fiction, we asked him why he thought no one had ever tried to copy his games, despite their huge success. He didn’t know but finally another developer seems to have wondered the same thing and Out Of Words does look very reminiscent of It Takes Two in particular. The hand-crafted, stop motion visuals are neat though and it’s definitely one to watch, even if it doesn’t have a release date yet.
    Lego Voyagers
    Another game taking inspiration from Split Fiction, at least in the sense that it has a friend pass that means only one person has to own a copy of the game to play online co-op. It’s by the creators of the very good Lego Builder’s Journey and rather than being based on Lego licensed sets, or any other established toy line, it’s all about solving puzzles by building Lego structures. If it’s as good as Lego Builder’s Journey it’ll be doing very well indeed, although there’s no release date yet.
    Mixtape
    Between South Of Midnight and The Midnight Walk, and Out Of Words, stop motion animation Is suddenly very popular for video games. The art style in this new game from Annapurna was notably different though, and while we’re not entirely sure what’s going on in terms of the gameplay the 80s soundtrack sounds like it’ll be the best thing since GTA: Vice City.
    Acts Of Blood
    Made by just nine people in Indonesia, this very bloody looking beat ‘em-up looked extremely impressive, and also very reminiscent of the violence in Oldboy. We didn’t quite gather what was going on in terms of the story but we’re sure revenge has something to do with it, as you beat down hordes of goons and get a Mortal Kombat style view of an opponent’s skeleton, when you manage to put a big enough dent in it. It’ll be out on PC next summer.
    Scott Pilgrim EX
    We can’t say we’ve ever been fans of Scott Pilgrim, either the comics or the film, but the 2D graphics for this new scrolling beat ‘em-up look gorgeous. It’s clearly intended as follow-up to Ubisoft’s film tie-in from 2010, which was well received by many, and is by the same team behind Teenage Mutant Ninja Turtles: Shredder’s Revenge and Marvel Cosmic Invasion. It’ll be out on current and last gen consoles and PC next year.
    Hitman: World of Assassination
    Although 007 First Light did get a quick name check on stage, developer and publisher IO Interactive instead spent their time talking about Agent 47 in MindsEye and Mads Mikkelsen in Hitman: World of Assassination. He’ll be reprising the role of Le Chiffre as the latest elusive target in the game – a special character, usually played by a famous actor, that is only available to assassinate for 30 days, starting from today. That’s neat but it’s also interesting that it implied IO has a considerable amount of leeway with the Bond licence and what they can do with it.
    Lego Party!
    The other Lego game to be unveiled was an outrageously obvious clone of Mario Party, only with 300 different minifigures instead of the Mushroom Kingdom crew. These can be rearranged in trillions of different combinations, in order to compete for stars golden bricks and play 60 different mini-games. We’re big fans of Mario Partyso if this manages to be as fun as Nintendo’s games then we’re all for it. It’ll be release for both consoles and PC this year.
    Blighted
    A new game from Drinkbox Studios, makers of Guacamelee! and Nobody Saves The World is immediately of interest but this Diablo-esque role-player looks a bit more serious and horror tinged than their previous games. It also seems to be channelling Hades creator Supergiant Games, none of which is a bad thing. Whether it’s a Metroidvania or not isn’t clear but at certainly points in the trailer it definitely seems to have co-op. It’s not certain which formats it’s coming to but it’s out on PC next year.
    Infinitesimals
    A lot of people are probably going to compare this to online survival game Grounded, but the plot makes it sound like a more serious version of Pikmin, with aliens visiting Earth and battling with both insects and some sort of mechanical robot menace, as you search for your lost crew. It’s out for consoles and PC next year and while there’s very little concrete information on the gameplay the visuals certainly look impressive.
    Wu-Tang: Rise Of The Deceiver
    Whether you care about the Wu-Tang Clan or not this had some of the nicest visuals of any game at the show. They seemed fairly obviously influenced by the Into The Spider-Verse movies, but that’s no bad thing, and we’re only surprised that hasn’t happened before. The idea of a Wu-Tan action role-playing game was leaked quite a while ago, where it was described as Diablo meets Hi-Fi Rush, which does seem to fit with what you see in the trailer. There’s no release date so far.
    Into The Unwell
    There were a lot of great looking games at the show, but this might have been our favourite, with its 40s style animation reminiscent of a 3D Cuphead. It’s a bit hard to tell exactly what’s going on with the story but you seem to be playing an alcohol abusing cartoon character who’s been tricked by the Devil into… taking part in a third person action roguelite, that also has three-player co-op. There’s no release date but if it looks as good as it plays it’ll be doing very well indeed.
    Stranger than Heaven
    The final reveal before Resident Evil Requiem was what was previously codenamed Project Century and while it looks like a Yakuza spin-off it’s not actually part of the franchise, even though it’s by the same developer. Sega didn’t explain much, but when the game was first introduced it was set in Japan in 1915 and yet this trailer is set in 1943.

    More Trending

    Given the codename that probably implies you’re playing in multiple time periods across the whole century. There was no mention of formats or a release date though, so it’s probably still quite a while away from release.

    Resident Evil Requiem was the biggest news of the nightEmail gamecentral@metro.co.uk, leave a comment below, follow us on Twitter.
    To submit Inbox letters and Reader’s Features more easily, without the need to send an email, just use our Submit Stuff page here.
    For more stories like this, check our Gaming page.

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    #best #summer #game #fest #trailers
    Best of Summer Game Fest 2025 trailers – Mortal Shell 2, Game Of Thrones and more
    Best of Summer Game Fest 2025 trailers – Mortal Shell 2, Game Of Thrones and more GameCentral Published June 7, 2025 3:33am Updated June 7, 2025 7:01am The Resident Evil and friends showWatch all the most interesting trailers from the biggest summer preview event of the year, including Sonic Racing: CrossWorlds, Code Vein 2, and Wu-Tang: Rise Of The Deceiver. You never know what you’re going to get with Summer Game Fest, the would-be replacement for E3 hosted by The Games Awards creator Geoff Keighley. Some years there’s tons of big name reveals and some years it’s mostly just AA and indie titles. This is one of those years. That doesn’t mean there was nothing of interest, but the mic drop reveal at the end of the two hour long show was Resident Evil Requiem, and it was by far the biggest game to be featured. Despite being only a day after the Nintendo Switch 2 launch, and Nintendo registered as a partner, the only time the console was even mentioned was a brief ad for Cyberpunk 2077: Ultimate Edition. Although that does probably increase the chances of a Nintendo Direct later in the month. There were a few notable trends for the games at this year’s Summer Game Fest: a lot of Soulslike titles with dark grey visuals, a lot of anime games, and plenty of live service titles still trying their luck at hitting the big time. So, if the thought of that doesn’t appeal you may find the pickings relatively thin. Although there’s also Jurassic World Evolution 3 and the Deadpool VR game if you fancy something different. Mortal Shell 2 Expert, exclusive gaming analysis Sign up to the GameCentral newsletter for a unique take on the week in gaming, alongside the latest reviews and more. Delivered to your inbox every Saturday morning. The first annoucement was Mortal Shell 2, a sequel to the 2020 Dark Souls clone that is still one of our favourite Soulslikes not made by FromSoftware. Developed by a mere 30-man teamthe sequel seems to be going for a more overt horror atmosphere, while there was a lot more gun combat than usual for the genre. It’s out sometime in 2026. Death Stranding 2: On The Beach It’s never a surprise to see Hideo Kojima at a Geoff Keighley event but the cut scene he decided to show for Death Stranding 2 was not exactly the most enthralling. It featured Luca Marinelli as Neil and his real-life wife Alyssa Jung as therapist Lucy, arguing about the fact that he’s forgotten who she is. Neil is apparently the villain of the piece, and the one dressed up in Solid Snake cosplay in some of the previous images. The game itself is out in just a few weeks, on June 26. Sonic Racing: CrossWorlds Sega had a strange little dig at Mario Kart World during their reveal of Sonic’s latest kart racer, pointing out that it has cross-play… even though Mario Kart is obviously only on Nintendo formats. The game looked good, but the focus of the demonstration was crossover characters from other games, including Hatsune Miku, Ichiban Kasuga from Like A Dragon, Joker from Persona 5, and Steve from Minecraft. The game will be released on September 25 for every format imaginable. Code Vein 2 We’re really not sure the art style in this unexpected sequel to the 2019 Soulslike works very well, with its anime characters and realistic backdrops, but at least it’s something a bit different. The original didn’t seem quite successful enough to justify a follow-up, but the action looks good and at least it’s one Soulslike that’s not copying FromSoftware’s visuals as well as its gameplay. It’ll be released for Xbox Series X, PlayStation 5, and PC sometime next year. Game Of Thrones: War For Westeros It does seem madness that there’s never been a console action game based on Game Of Thrones. There still isn’t, but at least this real-time strategy game isn’t just some seedy mobile title. Unfortunately, the pre-rendered trailer never showed a hint of any gameplay, so there’s no clue as to what it’s actually like, but apparently it involves ‘ruthless free-for-all battles where trust is fleeting and power is everything’. It’s out next year and seems to be PC-only, which is a shame as it could have worked as a spiritual sequel to EA’s old Lord Of The Rings real-time strategies. Onimusha: Way Of The Sword It’s been a very busy week for Capcom this week, with Pragmata re-unveiled at the State of Play on Wednesday and Resident Evil Requiem being the big reveal at the end of Summer Game Fest. But we also got a new gameplay trailer for the reboot of Onimusha, which looks extremely pretty and continued the series’ tradition of not even trying to have anyone sound like they’re actually from Japan. There’s no release date yet, but it’s out next year on Xbox Series X/S, PlayStation 5, and PC. Felt That: Boxing One of the strangest reveals of the show was what seems to be a Muppet version of Punch-Out!!, with the potty-mouthed puppets taking part in what also probably counts as a homage to Rocky. The gameplay does seem almost identical to Nintendo’s old boxing game but hopefully there’s a bit more to it than that. The game doesn’t have a release date and is currently scheduled only for PC. ARC Raiders Expected to be the next big thing in online shooters, the only thing ARC Raiders has been missing is a release date, but it finally got that at Summer Game Fest. It’ll be out on October 30 for Xbox Series X/S, PlayStation 5, and PC, which is interesting because that’s right around the time you’d expect this year’s Call Of Duty to come out – and the new Battlefield, if EA launches it this year. ARC Raiders’ strong word of mouth gives it a head start though, which could make for an interesting autumn shootout. Out Of Words When we interviewed Jospeh Fares about Split Fiction, we asked him why he thought no one had ever tried to copy his games, despite their huge success. He didn’t know but finally another developer seems to have wondered the same thing and Out Of Words does look very reminiscent of It Takes Two in particular. The hand-crafted, stop motion visuals are neat though and it’s definitely one to watch, even if it doesn’t have a release date yet. Lego Voyagers Another game taking inspiration from Split Fiction, at least in the sense that it has a friend pass that means only one person has to own a copy of the game to play online co-op. It’s by the creators of the very good Lego Builder’s Journey and rather than being based on Lego licensed sets, or any other established toy line, it’s all about solving puzzles by building Lego structures. If it’s as good as Lego Builder’s Journey it’ll be doing very well indeed, although there’s no release date yet. Mixtape Between South Of Midnight and The Midnight Walk, and Out Of Words, stop motion animation Is suddenly very popular for video games. The art style in this new game from Annapurna was notably different though, and while we’re not entirely sure what’s going on in terms of the gameplay the 80s soundtrack sounds like it’ll be the best thing since GTA: Vice City. Acts Of Blood Made by just nine people in Indonesia, this very bloody looking beat ‘em-up looked extremely impressive, and also very reminiscent of the violence in Oldboy. We didn’t quite gather what was going on in terms of the story but we’re sure revenge has something to do with it, as you beat down hordes of goons and get a Mortal Kombat style view of an opponent’s skeleton, when you manage to put a big enough dent in it. It’ll be out on PC next summer. Scott Pilgrim EX We can’t say we’ve ever been fans of Scott Pilgrim, either the comics or the film, but the 2D graphics for this new scrolling beat ‘em-up look gorgeous. It’s clearly intended as follow-up to Ubisoft’s film tie-in from 2010, which was well received by many, and is by the same team behind Teenage Mutant Ninja Turtles: Shredder’s Revenge and Marvel Cosmic Invasion. It’ll be out on current and last gen consoles and PC next year. Hitman: World of Assassination Although 007 First Light did get a quick name check on stage, developer and publisher IO Interactive instead spent their time talking about Agent 47 in MindsEye and Mads Mikkelsen in Hitman: World of Assassination. He’ll be reprising the role of Le Chiffre as the latest elusive target in the game – a special character, usually played by a famous actor, that is only available to assassinate for 30 days, starting from today. That’s neat but it’s also interesting that it implied IO has a considerable amount of leeway with the Bond licence and what they can do with it. Lego Party! The other Lego game to be unveiled was an outrageously obvious clone of Mario Party, only with 300 different minifigures instead of the Mushroom Kingdom crew. These can be rearranged in trillions of different combinations, in order to compete for stars golden bricks and play 60 different mini-games. We’re big fans of Mario Partyso if this manages to be as fun as Nintendo’s games then we’re all for it. It’ll be release for both consoles and PC this year. Blighted A new game from Drinkbox Studios, makers of Guacamelee! and Nobody Saves The World is immediately of interest but this Diablo-esque role-player looks a bit more serious and horror tinged than their previous games. It also seems to be channelling Hades creator Supergiant Games, none of which is a bad thing. Whether it’s a Metroidvania or not isn’t clear but at certainly points in the trailer it definitely seems to have co-op. It’s not certain which formats it’s coming to but it’s out on PC next year. Infinitesimals A lot of people are probably going to compare this to online survival game Grounded, but the plot makes it sound like a more serious version of Pikmin, with aliens visiting Earth and battling with both insects and some sort of mechanical robot menace, as you search for your lost crew. It’s out for consoles and PC next year and while there’s very little concrete information on the gameplay the visuals certainly look impressive. Wu-Tang: Rise Of The Deceiver Whether you care about the Wu-Tang Clan or not this had some of the nicest visuals of any game at the show. They seemed fairly obviously influenced by the Into The Spider-Verse movies, but that’s no bad thing, and we’re only surprised that hasn’t happened before. The idea of a Wu-Tan action role-playing game was leaked quite a while ago, where it was described as Diablo meets Hi-Fi Rush, which does seem to fit with what you see in the trailer. There’s no release date so far. Into The Unwell There were a lot of great looking games at the show, but this might have been our favourite, with its 40s style animation reminiscent of a 3D Cuphead. It’s a bit hard to tell exactly what’s going on with the story but you seem to be playing an alcohol abusing cartoon character who’s been tricked by the Devil into… taking part in a third person action roguelite, that also has three-player co-op. There’s no release date but if it looks as good as it plays it’ll be doing very well indeed. Stranger than Heaven The final reveal before Resident Evil Requiem was what was previously codenamed Project Century and while it looks like a Yakuza spin-off it’s not actually part of the franchise, even though it’s by the same developer. Sega didn’t explain much, but when the game was first introduced it was set in Japan in 1915 and yet this trailer is set in 1943. More Trending Given the codename that probably implies you’re playing in multiple time periods across the whole century. There was no mention of formats or a release date though, so it’s probably still quite a while away from release. Resident Evil Requiem was the biggest news of the nightEmail gamecentral@metro.co.uk, leave a comment below, follow us on Twitter. To submit Inbox letters and Reader’s Features more easily, without the need to send an email, just use our Submit Stuff page here. For more stories like this, check our Gaming page. GameCentral Sign up for exclusive analysis, latest releases, and bonus community content. This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply. Your information will be used in line with our Privacy Policy #best #summer #game #fest #trailers
    METRO.CO.UK
    Best of Summer Game Fest 2025 trailers – Mortal Shell 2, Game Of Thrones and more
    Best of Summer Game Fest 2025 trailers – Mortal Shell 2, Game Of Thrones and more GameCentral Published June 7, 2025 3:33am Updated June 7, 2025 7:01am The Resident Evil and friends show (YouTube) Watch all the most interesting trailers from the biggest summer preview event of the year, including Sonic Racing: CrossWorlds, Code Vein 2, and Wu-Tang: Rise Of The Deceiver. You never know what you’re going to get with Summer Game Fest, the would-be replacement for E3 hosted by The Games Awards creator Geoff Keighley. Some years there’s tons of big name reveals and some years it’s mostly just AA and indie titles. This is one of those years. That doesn’t mean there was nothing of interest, but the mic drop reveal at the end of the two hour long show was Resident Evil Requiem, and it was by far the biggest game to be featured. Despite being only a day after the Nintendo Switch 2 launch, and Nintendo registered as a partner, the only time the console was even mentioned was a brief ad for Cyberpunk 2077: Ultimate Edition. Although that does probably increase the chances of a Nintendo Direct later in the month. There were a few notable trends for the games at this year’s Summer Game Fest: a lot of Soulslike titles with dark grey visuals, a lot of anime games, and plenty of live service titles still trying their luck at hitting the big time. So, if the thought of that doesn’t appeal you may find the pickings relatively thin. Although there’s also Jurassic World Evolution 3 and the Deadpool VR game if you fancy something different. Mortal Shell 2 Expert, exclusive gaming analysis Sign up to the GameCentral newsletter for a unique take on the week in gaming, alongside the latest reviews and more. Delivered to your inbox every Saturday morning. The first annoucement was Mortal Shell 2, a sequel to the 2020 Dark Souls clone that is still one of our favourite Soulslikes not made by FromSoftware. Developed by a mere 30-man team (Keighley was keen to highlight that many of the games were by surprisingly small developers) the sequel seems to be going for a more overt horror atmosphere, while there was a lot more gun combat than usual for the genre. It’s out sometime in 2026. Death Stranding 2: On The Beach It’s never a surprise to see Hideo Kojima at a Geoff Keighley event but the cut scene he decided to show for Death Stranding 2 was not exactly the most enthralling. It featured Luca Marinelli as Neil and his real-life wife Alyssa Jung as therapist Lucy, arguing about the fact that he’s forgotten who she is. Neil is apparently the villain of the piece, and the one dressed up in Solid Snake cosplay in some of the previous images. The game itself is out in just a few weeks, on June 26. Sonic Racing: CrossWorlds Sega had a strange little dig at Mario Kart World during their reveal of Sonic’s latest kart racer, pointing out that it has cross-play… even though Mario Kart is obviously only on Nintendo formats. The game looked good, but the focus of the demonstration was crossover characters from other games, including Hatsune Miku, Ichiban Kasuga from Like A Dragon, Joker from Persona 5, and Steve from Minecraft. The game will be released on September 25 for every format imaginable. Code Vein 2 We’re really not sure the art style in this unexpected sequel to the 2019 Soulslike works very well, with its anime characters and realistic backdrops, but at least it’s something a bit different. The original didn’t seem quite successful enough to justify a follow-up, but the action looks good and at least it’s one Soulslike that’s not copying FromSoftware’s visuals as well as its gameplay. It’ll be released for Xbox Series X, PlayStation 5, and PC sometime next year. Game Of Thrones: War For Westeros It does seem madness that there’s never been a console action game based on Game Of Thrones. There still isn’t, but at least this real-time strategy game isn’t just some seedy mobile title. Unfortunately, the pre-rendered trailer never showed a hint of any gameplay, so there’s no clue as to what it’s actually like, but apparently it involves ‘ruthless free-for-all battles where trust is fleeting and power is everything’. It’s out next year and seems to be PC-only, which is a shame as it could have worked as a spiritual sequel to EA’s old Lord Of The Rings real-time strategies. Onimusha: Way Of The Sword It’s been a very busy week for Capcom this week, with Pragmata re-unveiled at the State of Play on Wednesday and Resident Evil Requiem being the big reveal at the end of Summer Game Fest. But we also got a new gameplay trailer for the reboot of Onimusha, which looks extremely pretty and continued the series’ tradition of not even trying to have anyone sound like they’re actually from Japan (like Resident Evil, the originals only had English voiceovers). There’s no release date yet, but it’s out next year on Xbox Series X/S, PlayStation 5, and PC. Felt That: Boxing One of the strangest reveals of the show was what seems to be a Muppet version of Punch-Out!!, with the potty-mouthed puppets taking part in what also probably counts as a homage to Rocky. The gameplay does seem almost identical to Nintendo’s old boxing game but hopefully there’s a bit more to it than that. The game doesn’t have a release date and is currently scheduled only for PC. ARC Raiders Expected to be the next big thing in online shooters, the only thing ARC Raiders has been missing is a release date, but it finally got that at Summer Game Fest. It’ll be out on October 30 for Xbox Series X/S, PlayStation 5, and PC, which is interesting because that’s right around the time you’d expect this year’s Call Of Duty to come out – and the new Battlefield, if EA launches it this year. ARC Raiders’ strong word of mouth gives it a head start though, which could make for an interesting autumn shootout. Out Of Words When we interviewed Jospeh Fares about Split Fiction, we asked him why he thought no one had ever tried to copy his games, despite their huge success. He didn’t know but finally another developer seems to have wondered the same thing and Out Of Words does look very reminiscent of It Takes Two in particular. The hand-crafted, stop motion visuals are neat though and it’s definitely one to watch, even if it doesn’t have a release date yet. Lego Voyagers Another game taking inspiration from Split Fiction, at least in the sense that it has a friend pass that means only one person has to own a copy of the game to play online co-op. It’s by the creators of the very good Lego Builder’s Journey and rather than being based on Lego licensed sets, or any other established toy line, it’s all about solving puzzles by building Lego structures. If it’s as good as Lego Builder’s Journey it’ll be doing very well indeed, although there’s no release date yet. Mixtape Between South Of Midnight and The Midnight Walk, and Out Of Words, stop motion animation Is suddenly very popular for video games. The art style in this new game from Annapurna was notably different though, and while we’re not entirely sure what’s going on in terms of the gameplay the 80s soundtrack sounds like it’ll be the best thing since GTA: Vice City. Acts Of Blood Made by just nine people in Indonesia, this very bloody looking beat ‘em-up looked extremely impressive, and also very reminiscent of the violence in Oldboy. We didn’t quite gather what was going on in terms of the story but we’re sure revenge has something to do with it, as you beat down hordes of goons and get a Mortal Kombat style view of an opponent’s skeleton, when you manage to put a big enough dent in it. It’ll be out on PC next summer. Scott Pilgrim EX We can’t say we’ve ever been fans of Scott Pilgrim, either the comics or the film, but the 2D graphics for this new scrolling beat ‘em-up look gorgeous. It’s clearly intended as follow-up to Ubisoft’s film tie-in from 2010, which was well received by many, and is by the same team behind Teenage Mutant Ninja Turtles: Shredder’s Revenge and Marvel Cosmic Invasion (which was also at Summer Game Fest and announced Rocket Racoon and She-Hulk as characters). It’ll be out on current and last gen consoles and PC next year. Hitman: World of Assassination Although 007 First Light did get a quick name check on stage, developer and publisher IO Interactive instead spent their time talking about Agent 47 in MindsEye and Mads Mikkelsen in Hitman: World of Assassination (aka Hitman 3). He’ll be reprising the role of Le Chiffre as the latest elusive target in the game – a special character, usually played by a famous actor, that is only available to assassinate for 30 days, starting from today. That’s neat but it’s also interesting that it implied IO has a considerable amount of leeway with the Bond licence and what they can do with it. Lego Party! The other Lego game to be unveiled was an outrageously obvious clone of Mario Party, only with 300 different minifigures instead of the Mushroom Kingdom crew. These can be rearranged in trillions of different combinations, in order to compete for stars golden bricks and play 60 different mini-games. We’re big fans of Mario Party (and Lego) so if this manages to be as fun as Nintendo’s games then we’re all for it. It’ll be release for both consoles and PC this year. Blighted A new game from Drinkbox Studios, makers of Guacamelee! and Nobody Saves The World is immediately of interest but this Diablo-esque role-player looks a bit more serious and horror tinged than their previous games. It also seems to be channelling Hades creator Supergiant Games, none of which is a bad thing. Whether it’s a Metroidvania or not isn’t clear but at certainly points in the trailer it definitely seems to have co-op. It’s not certain which formats it’s coming to but it’s out on PC next year. Infinitesimals A lot of people are probably going to compare this to online survival game Grounded, but the plot makes it sound like a more serious version of Pikmin, with aliens visiting Earth and battling with both insects and some sort of mechanical robot menace, as you search for your lost crew. It’s out for consoles and PC next year and while there’s very little concrete information on the gameplay the visuals certainly look impressive. Wu-Tang: Rise Of The Deceiver Whether you care about the Wu-Tang Clan or not this had some of the nicest visuals of any game at the show. They seemed fairly obviously influenced by the Into The Spider-Verse movies, but that’s no bad thing, and we’re only surprised that hasn’t happened before. The idea of a Wu-Tan action role-playing game was leaked quite a while ago, where it was described as Diablo meets Hi-Fi Rush, which does seem to fit with what you see in the trailer. There’s no release date so far. Into The Unwell There were a lot of great looking games at the show, but this might have been our favourite, with its 40s style animation reminiscent of a 3D Cuphead. It’s a bit hard to tell exactly what’s going on with the story but you seem to be playing an alcohol abusing cartoon character who’s been tricked by the Devil into… taking part in a third person action roguelite, that also has three-player co-op. There’s no release date but if it looks as good as it plays it’ll be doing very well indeed. Stranger than Heaven The final reveal before Resident Evil Requiem was what was previously codenamed Project Century and while it looks like a Yakuza spin-off it’s not actually part of the franchise, even though it’s by the same developer. Sega didn’t explain much, but when the game was first introduced it was set in Japan in 1915 and yet this trailer is set in 1943 (i.e. in the middle of the Second World War). More Trending Given the codename that probably implies you’re playing in multiple time periods across the whole century. There was no mention of formats or a release date though, so it’s probably still quite a while away from release. Resident Evil Requiem was the biggest news of the night (YouTube) Email gamecentral@metro.co.uk, leave a comment below, follow us on Twitter. To submit Inbox letters and Reader’s Features more easily, without the need to send an email, just use our Submit Stuff page here. For more stories like this, check our Gaming page. GameCentral Sign up for exclusive analysis, latest releases, and bonus community content. This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply. Your information will be used in line with our Privacy Policy
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  • I bet you haven’t seen a first-person shooter quite like this

    There is no shortage of first-person shooters out there, to the degree that some of them can start to blur together. Mouse: P.I. For Hire, however, has one of the most unique art styles I’ve ever seen in the genre. Think Cuphead, but with more explosive action — and way more mice to kill.

    The monochromatic visuals, which are all hand-drawn, are coupled with a catchy jazz soundtrack. The game is a 1930s noir where you’ll be investigating a corrupt city full of crooks. The premise sounds serious until you notice the protagonist running around with an arsenal fit for a circus. Here’s a fun trailer:

    You’ve got period staples like Tommy guns and sticks of dynamite right alongside a can of spinach and a finger gun. All of these weapons have special animations that make Mouse: P.I. look like a playable cartoon where every death is comical. Count me in.

    There’s no set release date yet, but the game will be coming to all major modern platforms, including Nintendo Switch 2. The game was highlighted today as a part of Six One Indie, an hourlong indie showcase that packed 48 different titles from all sorts of genres, which you can check out here.
    #bet #you #havent #seen #firstperson
    I bet you haven’t seen a first-person shooter quite like this
    There is no shortage of first-person shooters out there, to the degree that some of them can start to blur together. Mouse: P.I. For Hire, however, has one of the most unique art styles I’ve ever seen in the genre. Think Cuphead, but with more explosive action — and way more mice to kill. The monochromatic visuals, which are all hand-drawn, are coupled with a catchy jazz soundtrack. The game is a 1930s noir where you’ll be investigating a corrupt city full of crooks. The premise sounds serious until you notice the protagonist running around with an arsenal fit for a circus. Here’s a fun trailer: You’ve got period staples like Tommy guns and sticks of dynamite right alongside a can of spinach and a finger gun. All of these weapons have special animations that make Mouse: P.I. look like a playable cartoon where every death is comical. Count me in. There’s no set release date yet, but the game will be coming to all major modern platforms, including Nintendo Switch 2. The game was highlighted today as a part of Six One Indie, an hourlong indie showcase that packed 48 different titles from all sorts of genres, which you can check out here. #bet #you #havent #seen #firstperson
    WWW.POLYGON.COM
    I bet you haven’t seen a first-person shooter quite like this
    There is no shortage of first-person shooters out there, to the degree that some of them can start to blur together. Mouse: P.I. For Hire, however, has one of the most unique art styles I’ve ever seen in the genre. Think Cuphead, but with more explosive action — and way more mice to kill. The monochromatic visuals, which are all hand-drawn, are coupled with a catchy jazz soundtrack. The game is a 1930s noir where you’ll be investigating a corrupt city full of crooks. The premise sounds serious until you notice the protagonist running around with an arsenal fit for a circus. Here’s a fun trailer: You’ve got period staples like Tommy guns and sticks of dynamite right alongside a can of spinach and a finger gun. All of these weapons have special animations that make Mouse: P.I. look like a playable cartoon where every death is comical. Count me in. There’s no set release date yet, but the game will be coming to all major modern platforms, including Nintendo Switch 2. The game was highlighted today as a part of Six One Indie, an hourlong indie showcase that packed 48 different titles from all sorts of genres, which you can check out here.
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  • Made with Unity: 2022 in review

    As we reflect on the past year, we can’t help but be proud of all that the Unity community accomplished. From award-winning masterpieces and cult hits to the pure, unadulterated joy that Trombone Champ has brought to all of our lives. Case in point…Before we move into a new year, full of new possibilities, let’s take a moment to celebrate some of your biggest achievements from the past 12 months. Thank you for being part of our story; here’s to an even better 2023!To the best of our abilities, here’s a non-exhaustive list of Made with Unity games that you released in 2022, either into early access or full release. There have been so many great titles this year, so we’ve categorized them by genre to make this list a bit more digestible and hopefully inspire some of your future projects – though, of course, some titles defy easy genre categorization.See any on the list that have already become favorites or know of any that we missed? Tell us about it in the forums.Rollerdrome, Roll7Other action titles we love include:Sanabi, WONDER POTIONCuphead: The Delicious Last Course, Studio MDHR Entertainment Inc.Midnight Fight Express, Jacob DzwinelWarhammer 40,000: Shootas, Blood & Teef, RoguesideOutshine, Fishing CactusSIGNALIS, rose-engineOther horror titles we love include:The Mortuary Assistant, DarkStone DigitalHell is Others, Strelka Games, YonderBendy and the Dark Revival, Joey Drew StudiosTUNIC, TUNIC teamOther puzzle adventure titles we love include:FAR: Changing Tides, OkomotiveSyberia: The World Before, Microids Studio ParisLost in Play, Happy Juice GamesThe Spirit and the Mouse, Albune GamesLEGO® Bricktales, ClockStoneThe Past Within, Rusty LakeHow to Say Goodbye, Florian Veltman, Baptiste Portefaix, and ARTE FranceSomerville, JumpshipGhost Song, Old MoonOther metroidvania titles we love include:Infernax, Berzerk StudioHaiku, the Robot, Mister Morris GamesHAAK, BlingameMoonscars, Black MermaidNeon White, Angel MatrixOther FPS titles we love include:Gloomwood, Dillon Rogers and David SzymanskiIsonzo, M2H and, Blackmill GamesMetal: Hellsinger, The OutsidersProdeus, Bounding Box Software Inc.BONELAB, Stress Level ZeroCULTIC, Jasozz GamesCult of the Lamb, Massive MonsterOther roguelike titles we love include:Have a Nice Death, Magic Design StudiosAcross the Obelisk, Dreamsite GamesRogue Legacy 2, Cellar Door Games20 Minutes Till Dawn, flanneNecrosmith, Alawar PremiumORX, johnbellAlina of the Arena, PINIXI See Red, Whiteboard GamesShip of Fools, Fika ProductionsIMMORTALITY, Sam Barlow, Half MermaidOther narrative-focused titles we love include:NORCO, Geography of RobotsA Memoir Blue, Cloisters InteractiveAs Dusk Falls, INTERIOR/NIGHTHindsight, Team HindsightGerda: A Flame in Winter, PortaPlayBeacon Pines, Hiding SpotPentiment, Obsidian EntertainmentDortformantik, Toukana InteractiveOther city builder and strategy titles we love include:Diplomacy is Not an Option, Door 407Farthest Frontier, Crate EntertainmentThe Wandering Village, Stray Fawn StudioTerra Invicta, Pavonis InteractiveMoonbreaker, Unknown Worlds EntertainmentStardeus, Kodo Linija,Against the Storm, Eremite GamesIXION, Bulwark StudiosCitizen Sleeper, Jump Over The AgeOther RPG titles we love include:Unexplored 2: The Wayfarer’s Legacy, LudomotionDungeon Munchies, maJAjaBackpack Hero, JaspelI Was a Teenage Exocolonist, Northway GamesTemtem, CremaLost Eidolons, Ocean Drive StudioGedonia, Kazakov OlegChained Echoes,Matthias LindaV Rising, Stunlock StudiosOther survival titles we love include:Arctico, Claudio Norori, Antonio VargasCore Keeper, PugstormThe Planet Crafter, Miju GamesRaft: The Final Chapter,Redbeet InteractiveFlat Eye, Monkey MoonOther management titles we love include:Bear and Breakfast, Gummy CatPlateUp!, It’s happeningTwo Point Campus, Two Point StudiosArcade Paradise, Nosebleed InteractiveDave the Diver, MINTROCKETAka, Cosmo GattoOther simulation titles we love include:Hardspace: Shipbreaker, Blackbird InteractiveDinkum, James BendonPowerWash Simulator, FuturLabCTRL ALT EGO, MindThunkDisney Dreamlight Valley, GameloftConstruction Simulator, weltenbauer. Software Entwicklung GmbHSlime Rancher 2, Monomi ParkTurbo Golf Racing, Hugecalf StudiosOther sports or driving titles we love include:Olli Olli World, Roll7Shredders, FoamPunchBlacktop Hoops, Vinci GamesHot Lap League: Deluxe Edition, Ultimate StudioYou Suck at Parking, Happy VolcanoTrombone Champ, Holy WowOther funny titles we love include:Tentacular, Firepunchd Games UGThe Stanley Parable: Ultra Deluxe, Crows Crows CrowsCosmonious High, Owlchemy LabsThe Looker, Subcreation StudioThe Last Hero of Nostalgaia, Over The MoonMARVEL SNAP, Second DinnerOther card titles we love include:Stacklands, Sokpop CollectiveCard Shark, NerialCard Crawl Adventure, TinytouchtalesThat’s a wrap for 2022! Want more community news as it happens? Don’t forget to follow us on social media: Twitter, Facebook, LinkedIn, Instagram, YouTube, or Twitch.
    #made #with #unity #review
    Made with Unity: 2022 in review
    As we reflect on the past year, we can’t help but be proud of all that the Unity community accomplished. From award-winning masterpieces and cult hits to the pure, unadulterated joy that Trombone Champ has brought to all of our lives. Case in point…Before we move into a new year, full of new possibilities, let’s take a moment to celebrate some of your biggest achievements from the past 12 months. Thank you for being part of our story; here’s to an even better 2023!To the best of our abilities, here’s a non-exhaustive list of Made with Unity games that you released in 2022, either into early access or full release. There have been so many great titles this year, so we’ve categorized them by genre to make this list a bit more digestible and hopefully inspire some of your future projects – though, of course, some titles defy easy genre categorization.See any on the list that have already become favorites or know of any that we missed? Tell us about it in the forums.Rollerdrome, Roll7Other action titles we love include:Sanabi, WONDER POTIONCuphead: The Delicious Last Course, Studio MDHR Entertainment Inc.Midnight Fight Express, Jacob DzwinelWarhammer 40,000: Shootas, Blood & Teef, RoguesideOutshine, Fishing CactusSIGNALIS, rose-engineOther horror titles we love include:The Mortuary Assistant, DarkStone DigitalHell is Others, Strelka Games, YonderBendy and the Dark Revival, Joey Drew StudiosTUNIC, TUNIC teamOther puzzle adventure titles we love include:FAR: Changing Tides, OkomotiveSyberia: The World Before, Microids Studio ParisLost in Play, Happy Juice GamesThe Spirit and the Mouse, Albune GamesLEGO® Bricktales, ClockStoneThe Past Within, Rusty LakeHow to Say Goodbye, Florian Veltman, Baptiste Portefaix, and ARTE FranceSomerville, JumpshipGhost Song, Old MoonOther metroidvania titles we love include:Infernax, Berzerk StudioHaiku, the Robot, Mister Morris GamesHAAK, BlingameMoonscars, Black MermaidNeon White, Angel MatrixOther FPS titles we love include:Gloomwood, Dillon Rogers and David SzymanskiIsonzo, M2H and, Blackmill GamesMetal: Hellsinger, The OutsidersProdeus, Bounding Box Software Inc.BONELAB, Stress Level ZeroCULTIC, Jasozz GamesCult of the Lamb, Massive MonsterOther roguelike titles we love include:Have a Nice Death, Magic Design StudiosAcross the Obelisk, Dreamsite GamesRogue Legacy 2, Cellar Door Games20 Minutes Till Dawn, flanneNecrosmith, Alawar PremiumORX, johnbellAlina of the Arena, PINIXI See Red, Whiteboard GamesShip of Fools, Fika ProductionsIMMORTALITY, Sam Barlow, Half MermaidOther narrative-focused titles we love include:NORCO, Geography of RobotsA Memoir Blue, Cloisters InteractiveAs Dusk Falls, INTERIOR/NIGHTHindsight, Team HindsightGerda: A Flame in Winter, PortaPlayBeacon Pines, Hiding SpotPentiment, Obsidian EntertainmentDortformantik, Toukana InteractiveOther city builder and strategy titles we love include:Diplomacy is Not an Option, Door 407Farthest Frontier, Crate EntertainmentThe Wandering Village, Stray Fawn StudioTerra Invicta, Pavonis InteractiveMoonbreaker, Unknown Worlds EntertainmentStardeus, Kodo Linija,Against the Storm, Eremite GamesIXION, Bulwark StudiosCitizen Sleeper, Jump Over The AgeOther RPG titles we love include:Unexplored 2: The Wayfarer’s Legacy, LudomotionDungeon Munchies, maJAjaBackpack Hero, JaspelI Was a Teenage Exocolonist, Northway GamesTemtem, CremaLost Eidolons, Ocean Drive StudioGedonia, Kazakov OlegChained Echoes,Matthias LindaV Rising, Stunlock StudiosOther survival titles we love include:Arctico, Claudio Norori, Antonio VargasCore Keeper, PugstormThe Planet Crafter, Miju GamesRaft: The Final Chapter,Redbeet InteractiveFlat Eye, Monkey MoonOther management titles we love include:Bear and Breakfast, Gummy CatPlateUp!, It’s happeningTwo Point Campus, Two Point StudiosArcade Paradise, Nosebleed InteractiveDave the Diver, MINTROCKETAka, Cosmo GattoOther simulation titles we love include:Hardspace: Shipbreaker, Blackbird InteractiveDinkum, James BendonPowerWash Simulator, FuturLabCTRL ALT EGO, MindThunkDisney Dreamlight Valley, GameloftConstruction Simulator, weltenbauer. Software Entwicklung GmbHSlime Rancher 2, Monomi ParkTurbo Golf Racing, Hugecalf StudiosOther sports or driving titles we love include:Olli Olli World, Roll7Shredders, FoamPunchBlacktop Hoops, Vinci GamesHot Lap League: Deluxe Edition, Ultimate StudioYou Suck at Parking, Happy VolcanoTrombone Champ, Holy WowOther funny titles we love include:Tentacular, Firepunchd Games UGThe Stanley Parable: Ultra Deluxe, Crows Crows CrowsCosmonious High, Owlchemy LabsThe Looker, Subcreation StudioThe Last Hero of Nostalgaia, Over The MoonMARVEL SNAP, Second DinnerOther card titles we love include:Stacklands, Sokpop CollectiveCard Shark, NerialCard Crawl Adventure, TinytouchtalesThat’s a wrap for 2022! Want more community news as it happens? Don’t forget to follow us on social media: Twitter, Facebook, LinkedIn, Instagram, YouTube, or Twitch. #made #with #unity #review
    UNITY.COM
    Made with Unity: 2022 in review
    As we reflect on the past year, we can’t help but be proud of all that the Unity community accomplished. From award-winning masterpieces and cult hits to the pure, unadulterated joy that Trombone Champ has brought to all of our lives. Case in point…Before we move into a new year, full of new possibilities, let’s take a moment to celebrate some of your biggest achievements from the past 12 months. Thank you for being part of our story; here’s to an even better 2023!To the best of our abilities, here’s a non-exhaustive list of Made with Unity games that you released in 2022, either into early access or full release. There have been so many great titles this year, so we’ve categorized them by genre to make this list a bit more digestible and hopefully inspire some of your future projects – though, of course, some titles defy easy genre categorization (*cough* Cult of the Lamb *cough*).See any on the list that have already become favorites or know of any that we missed? Tell us about it in the forums.Rollerdrome, Roll7 (August 16)Other action titles we love include:Sanabi, WONDER POTION (June 20) [Early Access]Cuphead: The Delicious Last Course, Studio MDHR Entertainment Inc. (June 30)Midnight Fight Express, Jacob Dzwinel (August 23)Warhammer 40,000: Shootas, Blood & Teef, Rogueside (October 20)Outshine, Fishing Cactus (November 3)SIGNALIS, rose-engine (October 27)Other horror titles we love include:The Mortuary Assistant, DarkStone Digital (August 2)Hell is Others, Strelka Games, Yonder (October 20)Bendy and the Dark Revival, Joey Drew Studios (November 15)TUNIC, TUNIC team (March 16)Other puzzle adventure titles we love include:FAR: Changing Tides, Okomotive (March 1)Syberia: The World Before, Microids Studio Paris (March 18)Lost in Play, Happy Juice Games (August 10)The Spirit and the Mouse, Albune Games (September 26)LEGO® Bricktales, ClockStone (October 12)The Past Within, Rusty Lake (November 2)How to Say Goodbye, Florian Veltman, Baptiste Portefaix, and ARTE France (November 3)Somerville, Jumpship (November 14)Ghost Song, Old Moon (November 3)Other metroidvania titles we love include:Infernax, Berzerk Studio (February 14)Haiku, the Robot, Mister Morris Games (April 28)HAAK, Blingame (August 24)Moonscars, Black Mermaid (September 27)Neon White, Angel Matrix (June 16)Other FPS titles we love include:Gloomwood, Dillon Rogers and David Szymanski (September 5) [Early Access]Isonzo, M2H and, Blackmill Games (September 13)Metal: Hellsinger, The Outsiders (September 15)Prodeus, Bounding Box Software Inc. (September 23)BONELAB, Stress Level Zero (September 29)CULTIC, Jasozz Games (October 13)Cult of the Lamb, Massive Monster (August 11)Other roguelike titles we love include:Have a Nice Death, Magic Design Studios (March 8) [Early Access]Across the Obelisk, Dreamsite Games (April 8) [Early Access]Rogue Legacy 2, Cellar Door Games (April 28)20 Minutes Till Dawn, flanne (June 8) [Early Access]Necrosmith, Alawar Premium (July 13)ORX, johnbell (August 30)Alina of the Arena, PINIX (October 13)I See Red, Whiteboard Games (October 24)Ship of Fools, Fika Productions (November 22)IMMORTALITY, Sam Barlow, Half Mermaid (August 30)Other narrative-focused titles we love include:NORCO, Geography of Robots (March 24)A Memoir Blue, Cloisters Interactive (March 24)As Dusk Falls, INTERIOR/NIGHT (July 19)Hindsight, Team Hindsight (August 4)Gerda: A Flame in Winter, PortaPlay (September 1)Beacon Pines, Hiding Spot (September 22)Pentiment, Obsidian Entertainment (November 15)Dortformantik, Toukana Interactive (April 28)Other city builder and strategy titles we love include:Diplomacy is Not an Option, Door 407 (February 9) [Early Access]Farthest Frontier, Crate Entertainment (August 9) [Early Access]The Wandering Village, Stray Fawn Studio (September 14) [Early Access]Terra Invicta, Pavonis Interactive (September 26) [Early Access]Moonbreaker, Unknown Worlds Entertainment (September 29) [Early Access]Stardeus, Kodo Linija, (October 12) [Early Access]Against the Storm, Eremite Games (November 1) [Early Access]IXION, Bulwark Studios (December 7)Citizen Sleeper, Jump Over The Age (May 2)Other RPG titles we love include:Unexplored 2: The Wayfarer’s Legacy, Ludomotion (May 27)Dungeon Munchies, maJAja (July 27)Backpack Hero, Jaspel (August 22) [Early Access]I Was a Teenage Exocolonist, Northway Games (August 25)Temtem, Crema (September 6)Lost Eidolons, Ocean Drive Studio (September 13)Gedonia, Kazakov Oleg (October 14)Chained Echoes,Matthias Linda (December 8)V Rising, Stunlock Studios (May 17)[Early Access]Other survival titles we love include:Arctico, Claudio Norori, Antonio Vargas (February 15)Core Keeper, Pugstorm (March 8)[Early Access]The Planet Crafter, Miju Games (May 24)Raft: The Final Chapter,Redbeet Interactive (June 20)Flat Eye, Monkey Moon (November 14)Other management titles we love include:Bear and Breakfast, Gummy Cat (July 28)PlateUp!, It’s happening (August 4)Two Point Campus, Two Point Studios (August 9)Arcade Paradise, Nosebleed Interactive (August 11)Dave the Diver, MINTROCKET (October 27) [Early Access]Aka, Cosmo Gatto (December 14)Other simulation titles we love include:Hardspace: Shipbreaker, Blackbird Interactive (May 24)Dinkum, James Bendon (July 14) [Early Access]PowerWash Simulator, FuturLab (July 14)CTRL ALT EGO, MindThunk (July 22)Disney Dreamlight Valley, Gameloft (September 6)Construction Simulator, weltenbauer. Software Entwicklung GmbH (September 20)Slime Rancher 2, Monomi Park (September 22) [Early Access]Turbo Golf Racing, Hugecalf Studios (August 4) [Early Access]Other sports or driving titles we love include:Olli Olli World, Roll7 (February 7)Shredders, FoamPunch (March 16)Blacktop Hoops, Vinci Games (April 19)[Early Access]Hot Lap League: Deluxe Edition, Ultimate Studio (August 23)You Suck at Parking, Happy Volcano (September 14)Trombone Champ, Holy Wow (September 15)Other funny titles we love include:Tentacular, Firepunchd Games UG (March 24)The Stanley Parable: Ultra Deluxe, Crows Crows Crows (April 27)Cosmonious High, Owlchemy Labs (May 31)The Looker, Subcreation Studio (July 17)The Last Hero of Nostalgaia, Over The Moon (October 19)MARVEL SNAP, Second Dinner (October 18)Other card titles we love include:Stacklands, Sokpop Collective (April 8)Card Shark, Nerial (June 2)Card Crawl Adventure, Tinytouchtales (August 3)That’s a wrap for 2022! Want more community news as it happens? Don’t forget to follow us on social media: Twitter, Facebook, LinkedIn, Instagram, YouTube, or Twitch.
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  • Why is everyone on the team a UXer? Layers of player experience

    Hello, my name is Oleksandr, I’m a Senior UX/UI Designer at Ubisoft. At Games Gathering Kyiv ’24, I gave a presentation titled “Layers of Player Experience. Why is everyone on the team a UXer”. This article is a supplement and an alternative form of that presentation.Tutorials Menu in The Last of Us Part IITo have an experience, we first need a user. As a result, users interact with the product and gain that experience.A game is a tool — a generator of experiences, emotions, and memories for the audience. And that’s why games are bought, loved and hated. It is for the experience they provide. Exceptions, when we tend to accumulate: we buy games during some Steam sale, so we will never launch them.You can’t design an experience; you can design a product through which people gain an experience. That is, our Figma prototype is UI, and as soon as we let people use it. They share thoughts, impressions, expectations, feelings… this is UX. And even memes talk about it.UX MemesOur goal is not a game, but the player’s experience. I came across a thought that stood out to me:“The Game Direction is the concrete manifestation of the Target Game Experience and is the first thing you should aim for. This makes game development a sort of “reverse-engineering process”At the moment, in the essence of UX, and in our context of Player Experience, I have identified 4 layers-components that influence the perception of the product.UX LayersFunctionalityLet’s start with the first one: functionality is the basic and most objective part. It answers the question: Does the game work properly?For example, does it meet such requirements as load time, memory usage, number of frames per second, etc. In an ideal world, there are no crashes, friezes, softlocks, servers can withstand a large number of players, excellent optimization for different platforms and adaptation for input/output devices, various edge cases, Poka-yoke protection, etc. are also considered and covered. And of course, it affects the audience experience. Some critical moments can make the game completely unplayable, while others become memes.Assassin’s Creed UnityUsabilityThe next level is usability — it defines how easy and convenient the product is to use.The main task of this area is to minimize cognitiveand physicalloads during interaction. In many products and services, teams aim to track and remove all friction and difficulties users may face. In games, however, we look for and remove only those obstacles that are not there by design.For example, in the VR shooter Half Life Alyx, reloading is implemented as follows: you need to press a button on the controller to eject the empty magazine from the weapon, then reach back to grab a new one and carefully install it. From a usability perspective, this is not ideal, requiring a certain physical dexterity, and it would technically be simpler to assign these actions to a single button. But this would reduce the challenge in the game, the immersion in the world, and would likely not improve the overall gaming experience.Half Life AlyxOn the other hand, if players get lost in the menu, cannot perform the actions they need, do not understand why their character dies every time, fails a mission, or cannot master a certain mechanic due to lack of and poor tutorials. Something definitely needs to be done about this. Otherwise, players may feel frustrated — like the game is being unfair or not entirely honest with them.Usability in games relies on the same methods and research as other software development. Covers the following sections and disciplines:Interaction Design, IxDVisual DesignHeuristics, for example Jakob Nielsen’s in gamesPlatform GuidelinesAccessibility Standards: Web Content Accessibility Guidelinesand Xbox Accessibility GuidelinesPrimary research:Card sortingModerated and unmoderated usability testsEye-trackingA/B testingSecondary research:Market and competitor analysisOpen source data analysisClosed source data analysisUsability is an important aspect of a game. Moreover, even for the entire platform or industry. The market is full of direct and indirect competitors, all fighting for our time and attention.Let’s look at the Quick Resume function on Xbox Series, which allows you to instantly switch between multiple games, preserving their state, like Alt-Tab between windows. Moreover, thanks to it, after turning off the console, players can continue the game exactly from where they left off, just by pressing one button:I press the Xbox logo on the gamepad → the console turns on → the TV automatically turns on via HDMI-CEC and selects the HDMI console source → the console launches the last session game → I get into the game exactly where I stopped.This greatly simplifies interaction, reduces the number of steps for players to reach Value, and bypasses competitors, as the operating system screen of the TV often contains preview sections for Netflix, YouTube, etc. Our brain already finds this action, playing a game, more appealing because it requires less effort.In the book “Show Your Work” by Austin Kleon, author of the bestsellers “Steal Like an Artist” and “Show Your Work”, writes:“Your attention is one of the most valuable things you have, so everyone wants to steal it from you.” go further — there’s a branch of philosophy called aesthetics. It’s the study of sensory, non-utilitarian ways of understanding the world, a critical reflection on art, culture, and nature.In our field, aesthetics relates to the physical and digital form of the product. It encompasses sensory aspects such as appearance, sound, tactility, taste, and smell. Accordingly, I have identified 5 types of aesthetics:VisualMusic/AuditoryTactileTasteScentVisual AestheticsIt doesn’t always mean “beautiful”, “pleasant to the eye”. It’s about how the game looks… what impressions it evokes because of this. It can be “beautiful” as is usually considered, and “ugly”, “terrible”, or even “disgusting”, “repulsive”. Each game has its own proportion, somewhere more beauty — the Ori series, Ghost of Tsushima, Just Dance, … Somewhere ugliness, horror, and disgust — Scorn, Resident Evil, Dead Space, Little Nightmares…It’s the same in art — just look at the works of Zdzisław Beksiński, H.R. Giger, or Ukrainian artist Ivan Marchuk, the founder of the plentanism technique.Paintings by Zdzislaw BeksinskiPaintings “Awakening” and “Sorrow” by Ivan MarchukAesthetics should correspond to the game’s setting and lore, support immersion in this fictional world. An interesting unique visual style is another way to stand out in the market. For example, the creators of Cuphead were inspired by the aesthetics of 1930s cartoons, surrealism, and the jazz era.CupheadThe game is known for its distinctive crafted animation and soundtracks, which make it recognizable and stand out among others. The loud title of the marketing book “Differentiate or Die” comes to mind.In design and development, there is often a challenge: to find a balance between functionality, convenience, and aesthetics. You can overdo it with visual effects, animations, which will reduce performance and optimization. Get carried away with graphic elements, and this will add “visual noise”, lower readability, and accordingly, worsen usability.This dilemma is present in other subject areas as well. For example, chess sets. Pieces can be extremely detailed, made of expensive materials, but not very usable because players confuse their roles due to a certain unique, non-standard appearance. These obstacles do not contribute to the game and can ruin the entire experience, especially if the mistake leads to critical consequences in the match. Or take industrial design: for some time, Apple devices did not have as many ports/interfaces as their competitors’ devices. That is, for the sake of aesthetics, they neglect certain convenience and practicality. Maybe too convenient things form “convenient” people? ;)Auditory AestheticsIt greatly influences the atmosphere, emotions, and mood of the players. These include all the sounds that accompany the game: soundtracks, ambient sounds, sound design, dialogues, dubbing, and more. This has a significant impact on the gaming experience, even down to the goosebumps.This game component can be reflected in other products, such as vinyl records. It offers a new experience for users, providing auditory, tactile, and visual aesthetics.Alan Wake 2 Vinyl RecordsTactile AestheticsThese refer to the sensations related to physical perception during the game — from how we interact with peripheral devices.A few examples: gamepad vibration, Dual Sense adaptive triggers, steering wheel and pedals, special gloves or suits with tactile feedback. All this serves to provide greater immersion and inform about the game state.Special game editions with additional materials, such as 3D models, figurines, maps, or other items from the game world, can also be considered part of tactile aesthetics. This adds a physical aspect to the game interaction experience, can enhance the sense of involvement and value for players. It provides a certain tactile contact with the game universe, even when our PC or console is turned off due to a power outage.S.T.A.L.K.E.R. 2: Heart of Chornobyl Ultimate EditionTaste AestheticsHmm, can we try a game by taste? “Of course!” — marketing and business will joyfully exclaim. But no one will force us to gnaw on consoles or game discs. The approach is more gentle and courteous.So, on the shelves of grocery stores, we’ll find Nuka-Cola from the Fallout universe, Butterbeer, or Beans with different flavors from the Potterverse. The line between the game world and reality is blurring, and here we enter the realm of product placement: Calorie Mateappear in Metal Gear Solid, Monster Energy drinks in Death Stranding, and Nonstop in S.T.A.L.K.E.R..Nuka-Cola from the Fallout universeScent AestheticsI began exploring this topic and discovered GameScent — a device that reacts to game events such as shooting, explosions, racing, storms, and forests, releasing corresponding smells. It’s a form of 4D gaming, an attempt to expand the gaming experience to another sense. But I think we should be careful with this — who knows what it might emit when burning cannabis fields in Far Cry 3.GameScentBut in fact, if we delve deeper, we can think about certain new niches. The Moth and Rabbit perfume brand, founded in 2016, is known for its unique approach. They create unisex perfumes inspired by movies and stories, such as Parasite, The Lobster, La Haine, and The Color of Pomegranates. The focus is not only on the scent but also on the emotional and sensory experience.I feel like perfumers and marketers could easily craft fragrance concepts for games like GTA, RDR2, or The Last of Us… Thus adding a new dimension of experience for the audience. I will share my own associations — what perfumes remind me of different parts of Far Cry.FUNNow we have reached the core, the center that creates the desire to use this or that entertainment product. You can fix bugs, work on optimization, improve usability, and create aesthetics as much as you want. However, if a game has no fun, it is not interesting to play, and it is most likely doomed to fail.There is an expression Usable yet Useless. Because many products appear on the market that don’t find their purpose, have no value for the customers. And of course, we know a lot of such examples among published games. Or those that were canceled in development because the team never found the “FUN recipe” in practice. That said, projects can also be canceled for many other reasons — finances, the market, team issues, tech limitations, shifting priorities, or strategic decisions…Well, fun is a rabbit hole — a vast and complex topic that touches many areas. A person’s impression of it is individual, personal, and subjective.“We are not many standard selves, but many different universes” — Vasyl Symonenko.Making a game that works for everyone is possible. Making a game that is interesting and liked by everyone — I don’t think so. Here, I will try to describe certain components of fun as simply as possible.MotivationAgain, it’s not easy because there is no single theory of motivation. But the dominant framework, which is also described in management books, is the self-determination theory. It suggests that our motivation comes from both intrinsic driversand extrinsic drivers.Let’s start with the three intrinsic ones:Competence is a need to feel successful, skilled, and to see yourself progress and develop. It’s about growth and providing players with the right level of challenge to showcase their skills. Competence is one of the key drivers. A nice real-life example would be when you give a riddle to your friends. Time passes, and they don’t want you to give them the answer — they want to solve it themselves to experience the feeling of “We did it!”Autonomy is a need for self-expression, to feel that you have an impact, that your choices matter. This is a certain level of freedom in the game, the ability to customize characters, their belongings, make decisions, participate in dialogues that change the further course of events…Relatedness is a need to have meaningful social connections, whether through cooperation or competition, because we are social beings. Accordingly, these are all kinds of coop or competitive modes in online or offline game mods.Extrinsic drivers are external rewards. Ideally, they also immerse and help progress, providing some recognition, feedback on the players’ competence. Goals and rewards should be meaningful to the players.More on player motivation in this talk by Celia Hodent, former Director of User Experience at Epic Games.EmotionEmotions are very important, they affect our perception, decision-making and memory — the more emotional the experience, the better we will remember it. Here I have highlighted:Immersion, which is also shaped by aesthetics.The feeling of the game — 3CLinking Narrative — Story — PlotSurprises and new content: locations, seasons, tournaments, modes, etc.So to speak, we ride the emotional roller coaster. In any case, it is better in the game than in life. So as not to complain like Chris Isaak in the song Wicked Game “What a wicked game you play to make me feel this way”.FlowThe state of flow, a concept introduced by psychologist Mihaly Csikszentmihalyi, occurs at the appropriate level of challenge and skills. The mental state in which a person is fully engaged in what they are doing is a feeling of focus, concentration, and success during the activity. Flow can occur during various activities such as sports, work, daily life, creativity, and others.State of FlowThe main components and conditions in a game are:Difficulty curve — the level of challenges, “match of skills and challenges”Learning curve — onboarding players and step-by-step distributed tutorials;Pacing — a rhythm of stress and rest. The best rest is a change of activity.The state of flow is so captivating that we lose track of time.Ethical Aspects and ResponsibilityThis is about the conscious and unconscious use of deceptive design patterns, to increase business revenue. It is an exploitation of our biases and perception. Some companies have lawsuits regarding these decisions in certain countries.There is also a book written in a simple, concise form “Hooked: How to Build Habit-Forming Products” — Nir Eyal, Ryan Hoover. It allowed me to look at various products, services from a different angle and notice, recognize their methods of engagement.Summary about FunIn the book “A Theory of Fun for Game Design” by Raph Koster, there is a phrase “Learning is the drug”. The feeling of fun is the brain’s emotional reaction to learning. Even curiosity is enjoyable in itself, which is why we dislike spoilers — or at least, part of us does.Just as in games we solve puzzles, learn combos, scripts, and timings for further progress, so is it in life. A cat that drops things from the table for its learningor scientists trying to solve the mystery of the universe. Our brain always wants to find a pattern, a cause-and-effect relationship, to create structure in chaos. And as soon as it finds it, it becomes uninteresting and boring. As Dua Lipa sings in her song “New Rules”, “Now I’m standin’ back from it, I finally see the pattern.”Brand ConnectionWe can combine these layers and add another one around that also affects the game’s perception by the audience and its loyalty. This is the company’s brand, its philosophy, position, previous experience with its products and services. As well as personal brand: Neil Druckmann, Dan & Sam Houser, Hideo Kojima, etc. of these components of the Game UX is handled by specific teams and stakeholders. In the image below, I have only indicated a part of the job titles that came to mind. In game development, especially for large projects, there are significantly more roles, and the credits are proof of that. Management is responsible for effective coordination and cooperation of these teams. Moreover, the R&D process of the game is impossible without the support of other company departments — HR, infrastructure, operational team, finance, etc.UX Layers & TeamAll these layers-components are closely interconnected, influencing and depending on each other. People from “Fun” tell we need a game world without seams and loading, while people from “Functionality”, having studied this issue, say that at the moment it is impossible, or requires additional resources, technologies. The search for a solution, a compromise is ongoing.Although my main focus is usability and aesthetics. It is necessary to collaborate with a large number of different teams. For example, when I worked on the High Contrast Mode feature, I first aligned with the Game Design team and then shared prototypes with the Render team, which made its implementation possible. All these layers-components are important for players’ experiences.On the FinalA game can bring not just fun, but also a deeper experience, raising and revealing important themes. It is an important medium for exploring social, ethical, and psychological issues. Games evoke emotions and empathy, allowing players to experience stories, situations that raise questions about morality, responsibility, and human values.Valiant HeartsWe love games with all their advantages and disadvantages. After all, there are no perfect products, as they are created by imperfect people, and perhaps a bit by hallucinating AI.“There is a crack in everything, that’s how the light gets in.” — Leonard Cohen, Anthem.Thank you!Why is everyone on the team a UXer? Layers of player experience was originally published in UX Collective on Medium, where people are continuing the conversation by highlighting and responding to this story.
    #why #everyone #team #uxer #layers
    Why is everyone on the team a UXer? Layers of player experience
    Hello, my name is Oleksandr, I’m a Senior UX/UI Designer at Ubisoft. At Games Gathering Kyiv ’24, I gave a presentation titled “Layers of Player Experience. Why is everyone on the team a UXer”. This article is a supplement and an alternative form of that presentation.Tutorials Menu in The Last of Us Part IITo have an experience, we first need a user. As a result, users interact with the product and gain that experience.A game is a tool — a generator of experiences, emotions, and memories for the audience. And that’s why games are bought, loved and hated. It is for the experience they provide. Exceptions, when we tend to accumulate: we buy games during some Steam sale, so we will never launch them.You can’t design an experience; you can design a product through which people gain an experience. That is, our Figma prototype is UI, and as soon as we let people use it. They share thoughts, impressions, expectations, feelings… this is UX. And even memes talk about it.UX MemesOur goal is not a game, but the player’s experience. I came across a thought that stood out to me:“The Game Direction is the concrete manifestation of the Target Game Experience and is the first thing you should aim for. This makes game development a sort of “reverse-engineering process”At the moment, in the essence of UX, and in our context of Player Experience, I have identified 4 layers-components that influence the perception of the product.UX LayersFunctionalityLet’s start with the first one: functionality is the basic and most objective part. It answers the question: Does the game work properly?For example, does it meet such requirements as load time, memory usage, number of frames per second, etc. In an ideal world, there are no crashes, friezes, softlocks, servers can withstand a large number of players, excellent optimization for different platforms and adaptation for input/output devices, various edge cases, Poka-yoke protection, etc. are also considered and covered. And of course, it affects the audience experience. Some critical moments can make the game completely unplayable, while others become memes.Assassin’s Creed UnityUsabilityThe next level is usability — it defines how easy and convenient the product is to use.The main task of this area is to minimize cognitiveand physicalloads during interaction. In many products and services, teams aim to track and remove all friction and difficulties users may face. In games, however, we look for and remove only those obstacles that are not there by design.For example, in the VR shooter Half Life Alyx, reloading is implemented as follows: you need to press a button on the controller to eject the empty magazine from the weapon, then reach back to grab a new one and carefully install it. From a usability perspective, this is not ideal, requiring a certain physical dexterity, and it would technically be simpler to assign these actions to a single button. But this would reduce the challenge in the game, the immersion in the world, and would likely not improve the overall gaming experience.Half Life AlyxOn the other hand, if players get lost in the menu, cannot perform the actions they need, do not understand why their character dies every time, fails a mission, or cannot master a certain mechanic due to lack of and poor tutorials. Something definitely needs to be done about this. Otherwise, players may feel frustrated — like the game is being unfair or not entirely honest with them.Usability in games relies on the same methods and research as other software development. Covers the following sections and disciplines:Interaction Design, IxDVisual DesignHeuristics, for example Jakob Nielsen’s in gamesPlatform GuidelinesAccessibility Standards: Web Content Accessibility Guidelinesand Xbox Accessibility GuidelinesPrimary research:Card sortingModerated and unmoderated usability testsEye-trackingA/B testingSecondary research:Market and competitor analysisOpen source data analysisClosed source data analysisUsability is an important aspect of a game. Moreover, even for the entire platform or industry. The market is full of direct and indirect competitors, all fighting for our time and attention.Let’s look at the Quick Resume function on Xbox Series, which allows you to instantly switch between multiple games, preserving their state, like Alt-Tab between windows. Moreover, thanks to it, after turning off the console, players can continue the game exactly from where they left off, just by pressing one button:I press the Xbox logo on the gamepad → the console turns on → the TV automatically turns on via HDMI-CEC and selects the HDMI console source → the console launches the last session game → I get into the game exactly where I stopped.This greatly simplifies interaction, reduces the number of steps for players to reach Value, and bypasses competitors, as the operating system screen of the TV often contains preview sections for Netflix, YouTube, etc. Our brain already finds this action, playing a game, more appealing because it requires less effort.In the book “Show Your Work” by Austin Kleon, author of the bestsellers “Steal Like an Artist” and “Show Your Work”, writes:“Your attention is one of the most valuable things you have, so everyone wants to steal it from you.” go further — there’s a branch of philosophy called aesthetics. It’s the study of sensory, non-utilitarian ways of understanding the world, a critical reflection on art, culture, and nature.In our field, aesthetics relates to the physical and digital form of the product. It encompasses sensory aspects such as appearance, sound, tactility, taste, and smell. Accordingly, I have identified 5 types of aesthetics:VisualMusic/AuditoryTactileTasteScentVisual AestheticsIt doesn’t always mean “beautiful”, “pleasant to the eye”. It’s about how the game looks… what impressions it evokes because of this. It can be “beautiful” as is usually considered, and “ugly”, “terrible”, or even “disgusting”, “repulsive”. Each game has its own proportion, somewhere more beauty — the Ori series, Ghost of Tsushima, Just Dance, … Somewhere ugliness, horror, and disgust — Scorn, Resident Evil, Dead Space, Little Nightmares…It’s the same in art — just look at the works of Zdzisław Beksiński, H.R. Giger, or Ukrainian artist Ivan Marchuk, the founder of the plentanism technique.Paintings by Zdzislaw BeksinskiPaintings “Awakening” and “Sorrow” by Ivan MarchukAesthetics should correspond to the game’s setting and lore, support immersion in this fictional world. An interesting unique visual style is another way to stand out in the market. For example, the creators of Cuphead were inspired by the aesthetics of 1930s cartoons, surrealism, and the jazz era.CupheadThe game is known for its distinctive crafted animation and soundtracks, which make it recognizable and stand out among others. The loud title of the marketing book “Differentiate or Die” comes to mind.In design and development, there is often a challenge: to find a balance between functionality, convenience, and aesthetics. You can overdo it with visual effects, animations, which will reduce performance and optimization. Get carried away with graphic elements, and this will add “visual noise”, lower readability, and accordingly, worsen usability.This dilemma is present in other subject areas as well. For example, chess sets. Pieces can be extremely detailed, made of expensive materials, but not very usable because players confuse their roles due to a certain unique, non-standard appearance. These obstacles do not contribute to the game and can ruin the entire experience, especially if the mistake leads to critical consequences in the match. Or take industrial design: for some time, Apple devices did not have as many ports/interfaces as their competitors’ devices. That is, for the sake of aesthetics, they neglect certain convenience and practicality. Maybe too convenient things form “convenient” people? ;)Auditory AestheticsIt greatly influences the atmosphere, emotions, and mood of the players. These include all the sounds that accompany the game: soundtracks, ambient sounds, sound design, dialogues, dubbing, and more. This has a significant impact on the gaming experience, even down to the goosebumps.This game component can be reflected in other products, such as vinyl records. It offers a new experience for users, providing auditory, tactile, and visual aesthetics.Alan Wake 2 Vinyl RecordsTactile AestheticsThese refer to the sensations related to physical perception during the game — from how we interact with peripheral devices.A few examples: gamepad vibration, Dual Sense adaptive triggers, steering wheel and pedals, special gloves or suits with tactile feedback. All this serves to provide greater immersion and inform about the game state.Special game editions with additional materials, such as 3D models, figurines, maps, or other items from the game world, can also be considered part of tactile aesthetics. This adds a physical aspect to the game interaction experience, can enhance the sense of involvement and value for players. It provides a certain tactile contact with the game universe, even when our PC or console is turned off due to a power outage.S.T.A.L.K.E.R. 2: Heart of Chornobyl Ultimate EditionTaste AestheticsHmm, can we try a game by taste? “Of course!” — marketing and business will joyfully exclaim. But no one will force us to gnaw on consoles or game discs. The approach is more gentle and courteous.So, on the shelves of grocery stores, we’ll find Nuka-Cola from the Fallout universe, Butterbeer, or Beans with different flavors from the Potterverse. The line between the game world and reality is blurring, and here we enter the realm of product placement: Calorie Mateappear in Metal Gear Solid, Monster Energy drinks in Death Stranding, and Nonstop in S.T.A.L.K.E.R..Nuka-Cola from the Fallout universeScent AestheticsI began exploring this topic and discovered GameScent — a device that reacts to game events such as shooting, explosions, racing, storms, and forests, releasing corresponding smells. It’s a form of 4D gaming, an attempt to expand the gaming experience to another sense. But I think we should be careful with this — who knows what it might emit when burning cannabis fields in Far Cry 3.GameScentBut in fact, if we delve deeper, we can think about certain new niches. The Moth and Rabbit perfume brand, founded in 2016, is known for its unique approach. They create unisex perfumes inspired by movies and stories, such as Parasite, The Lobster, La Haine, and The Color of Pomegranates. The focus is not only on the scent but also on the emotional and sensory experience.I feel like perfumers and marketers could easily craft fragrance concepts for games like GTA, RDR2, or The Last of Us… Thus adding a new dimension of experience for the audience. I will share my own associations — what perfumes remind me of different parts of Far Cry.FUNNow we have reached the core, the center that creates the desire to use this or that entertainment product. You can fix bugs, work on optimization, improve usability, and create aesthetics as much as you want. However, if a game has no fun, it is not interesting to play, and it is most likely doomed to fail.There is an expression Usable yet Useless. Because many products appear on the market that don’t find their purpose, have no value for the customers. And of course, we know a lot of such examples among published games. Or those that were canceled in development because the team never found the “FUN recipe” in practice. That said, projects can also be canceled for many other reasons — finances, the market, team issues, tech limitations, shifting priorities, or strategic decisions…Well, fun is a rabbit hole — a vast and complex topic that touches many areas. A person’s impression of it is individual, personal, and subjective.“We are not many standard selves, but many different universes” — Vasyl Symonenko.Making a game that works for everyone is possible. Making a game that is interesting and liked by everyone — I don’t think so. Here, I will try to describe certain components of fun as simply as possible.MotivationAgain, it’s not easy because there is no single theory of motivation. But the dominant framework, which is also described in management books, is the self-determination theory. It suggests that our motivation comes from both intrinsic driversand extrinsic drivers.Let’s start with the three intrinsic ones:Competence is a need to feel successful, skilled, and to see yourself progress and develop. It’s about growth and providing players with the right level of challenge to showcase their skills. Competence is one of the key drivers. A nice real-life example would be when you give a riddle to your friends. Time passes, and they don’t want you to give them the answer — they want to solve it themselves to experience the feeling of “We did it!”Autonomy is a need for self-expression, to feel that you have an impact, that your choices matter. This is a certain level of freedom in the game, the ability to customize characters, their belongings, make decisions, participate in dialogues that change the further course of events…Relatedness is a need to have meaningful social connections, whether through cooperation or competition, because we are social beings. Accordingly, these are all kinds of coop or competitive modes in online or offline game mods.Extrinsic drivers are external rewards. Ideally, they also immerse and help progress, providing some recognition, feedback on the players’ competence. Goals and rewards should be meaningful to the players.More on player motivation in this talk by Celia Hodent, former Director of User Experience at Epic Games.EmotionEmotions are very important, they affect our perception, decision-making and memory — the more emotional the experience, the better we will remember it. Here I have highlighted:Immersion, which is also shaped by aesthetics.The feeling of the game — 3CLinking Narrative — Story — PlotSurprises and new content: locations, seasons, tournaments, modes, etc.So to speak, we ride the emotional roller coaster. In any case, it is better in the game than in life. So as not to complain like Chris Isaak in the song Wicked Game “What a wicked game you play to make me feel this way”.FlowThe state of flow, a concept introduced by psychologist Mihaly Csikszentmihalyi, occurs at the appropriate level of challenge and skills. The mental state in which a person is fully engaged in what they are doing is a feeling of focus, concentration, and success during the activity. Flow can occur during various activities such as sports, work, daily life, creativity, and others.State of FlowThe main components and conditions in a game are:Difficulty curve — the level of challenges, “match of skills and challenges”Learning curve — onboarding players and step-by-step distributed tutorials;Pacing — a rhythm of stress and rest. The best rest is a change of activity.The state of flow is so captivating that we lose track of time.Ethical Aspects and ResponsibilityThis is about the conscious and unconscious use of deceptive design patterns, to increase business revenue. It is an exploitation of our biases and perception. Some companies have lawsuits regarding these decisions in certain countries.There is also a book written in a simple, concise form “Hooked: How to Build Habit-Forming Products” — Nir Eyal, Ryan Hoover. It allowed me to look at various products, services from a different angle and notice, recognize their methods of engagement.Summary about FunIn the book “A Theory of Fun for Game Design” by Raph Koster, there is a phrase “Learning is the drug”. The feeling of fun is the brain’s emotional reaction to learning. Even curiosity is enjoyable in itself, which is why we dislike spoilers — or at least, part of us does.Just as in games we solve puzzles, learn combos, scripts, and timings for further progress, so is it in life. A cat that drops things from the table for its learningor scientists trying to solve the mystery of the universe. Our brain always wants to find a pattern, a cause-and-effect relationship, to create structure in chaos. And as soon as it finds it, it becomes uninteresting and boring. As Dua Lipa sings in her song “New Rules”, “Now I’m standin’ back from it, I finally see the pattern.”Brand ConnectionWe can combine these layers and add another one around that also affects the game’s perception by the audience and its loyalty. This is the company’s brand, its philosophy, position, previous experience with its products and services. As well as personal brand: Neil Druckmann, Dan & Sam Houser, Hideo Kojima, etc. of these components of the Game UX is handled by specific teams and stakeholders. In the image below, I have only indicated a part of the job titles that came to mind. In game development, especially for large projects, there are significantly more roles, and the credits are proof of that. Management is responsible for effective coordination and cooperation of these teams. Moreover, the R&D process of the game is impossible without the support of other company departments — HR, infrastructure, operational team, finance, etc.UX Layers & TeamAll these layers-components are closely interconnected, influencing and depending on each other. People from “Fun” tell we need a game world without seams and loading, while people from “Functionality”, having studied this issue, say that at the moment it is impossible, or requires additional resources, technologies. The search for a solution, a compromise is ongoing.Although my main focus is usability and aesthetics. It is necessary to collaborate with a large number of different teams. For example, when I worked on the High Contrast Mode feature, I first aligned with the Game Design team and then shared prototypes with the Render team, which made its implementation possible. All these layers-components are important for players’ experiences.On the FinalA game can bring not just fun, but also a deeper experience, raising and revealing important themes. It is an important medium for exploring social, ethical, and psychological issues. Games evoke emotions and empathy, allowing players to experience stories, situations that raise questions about morality, responsibility, and human values.Valiant HeartsWe love games with all their advantages and disadvantages. After all, there are no perfect products, as they are created by imperfect people, and perhaps a bit by hallucinating AI.“There is a crack in everything, that’s how the light gets in.” — Leonard Cohen, Anthem.Thank you!Why is everyone on the team a UXer? Layers of player experience was originally published in UX Collective on Medium, where people are continuing the conversation by highlighting and responding to this story. #why #everyone #team #uxer #layers
    UXDESIGN.CC
    Why is everyone on the team a UXer? Layers of player experience
    Hello, my name is Oleksandr, I’m a Senior UX/UI Designer at Ubisoft. At Games Gathering Kyiv ’24, I gave a presentation titled “Layers of Player Experience. Why is everyone on the team a UXer”. This article is a supplement and an alternative form of that presentation.Tutorials Menu in The Last of Us Part IITo have an experience, we first need a user (player). As a result, users interact with the product and gain that experience.A game is a tool — a generator of experiences, emotions, and memories for the audience. And that’s why games are bought, loved and hated. It is for the experience they provide. Exceptions, when we tend to accumulate: we buy games during some Steam sale, so we will never launch them.You can’t design an experience; you can design a product through which people gain an experience. That is, our Figma prototype is UI, and as soon as we let people use it. They share thoughts, impressions, expectations, feelings… this is UX. And even memes talk about it.UX MemesOur goal is not a game, but the player’s experience. I came across a thought that stood out to me:“The Game Direction is the concrete manifestation of the Target Game Experience and is the first thing you should aim for. This makes game development a sort of “reverse-engineering process”At the moment, in the essence of UX, and in our context of Player Experience, I have identified 4 layers-components that influence the perception of the product.UX LayersFunctionalityLet’s start with the first one: functionality is the basic and most objective part. It answers the question: Does the game work properly?For example, does it meet such requirements as load time, memory usage, number of frames per second (FPS), etc. In an ideal world, there are no crashes, friezes, softlocks (inability to progress in the game, although the game technically works), servers can withstand a large number of players, excellent optimization for different platforms and adaptation for input/output devices, various edge cases, Poka-yoke protection, etc. are also considered and covered. And of course, it affects the audience experience. Some critical moments can make the game completely unplayable, while others become memes.Assassin’s Creed UnityUsabilityThe next level is usability — it defines how easy and convenient the product is to use.The main task of this area is to minimize cognitive (attention, memory, …) and physical (muscles, vision, hearing, fine motor skills…) loads during interaction. In many products and services, teams aim to track and remove all friction and difficulties users may face. In games, however, we look for and remove only those obstacles that are not there by design (intended challenge).For example, in the VR shooter Half Life Alyx, reloading is implemented as follows: you need to press a button on the controller to eject the empty magazine from the weapon, then reach back to grab a new one and carefully install it. From a usability perspective, this is not ideal, requiring a certain physical dexterity, and it would technically be simpler to assign these actions to a single button. But this would reduce the challenge in the game, the immersion in the world, and would likely not improve the overall gaming experience.Half Life AlyxOn the other hand, if players get lost in the menu, cannot perform the actions they need, do not understand why their character dies every time, fails a mission, or cannot master a certain mechanic due to lack of and poor tutorials. Something definitely needs to be done about this. Otherwise, players may feel frustrated — like the game is being unfair or not entirely honest with them.Usability in games relies on the same methods and research as other software development. Covers the following sections and disciplines:Interaction Design, IxDVisual DesignHeuristics, for example Jakob Nielsen’s in gamesPlatform Guidelines (PC, Xbox, PS, Switch, Steam Deck…)Accessibility Standards: Web Content Accessibility Guidelines (WCAG) and Xbox Accessibility Guidelines (XAG)Primary research:Card sorting (information architecture development)Moderated and unmoderated usability tests (find interaction issues in a product at the current stage of development)Eye-tracking (heat maps)A/B testing (can say which of 2 solutions works better, but won’t say why)Secondary research:Market and competitor analysis (definition of patterns, interaction standards, glossary of terms…)Open source data analysis (streams, articles, social networks, forums…)Closed source data analysis (telemetry)Usability is an important aspect of a game. Moreover, even for the entire platform or industry. The market is full of direct and indirect competitors (apps, streaming, social networks…), all fighting for our time and attention.Let’s look at the Quick Resume function on Xbox Series, which allows you to instantly switch between multiple games, preserving their state, like Alt-Tab between windows. Moreover, thanks to it, after turning off the console, players can continue the game exactly from where they left off, just by pressing one button:I press the Xbox logo on the gamepad → the console turns on → the TV automatically turns on via HDMI-CEC and selects the HDMI console source → the console launches the last session game → I get into the game exactly where I stopped.This greatly simplifies interaction, reduces the number of steps for players to reach Value, and bypasses competitors, as the operating system screen of the TV often contains preview sections for Netflix, YouTube, etc. Our brain already finds this action, playing a game, more appealing because it requires less effort.In the book “Show Your Work” by Austin Kleon, author of the bestsellers “Steal Like an Artist” and “Show Your Work”, writes:“Your attention is one of the most valuable things you have, so everyone wants to steal it from you.”https://medium.com/media/d464918f88fb6d2a57eeedab67211cc7/hrefAestheticsLet’s go further — there’s a branch of philosophy called aesthetics. It’s the study of sensory, non-utilitarian ways of understanding the world, a critical reflection on art, culture, and nature.In our field, aesthetics relates to the physical and digital form of the product. It encompasses sensory aspects such as appearance, sound, tactility, taste, and smell. Accordingly, I have identified 5 types of aesthetics:VisualMusic/AuditoryTactileTasteScentVisual AestheticsIt doesn’t always mean “beautiful”, “pleasant to the eye”. It’s about how the game looks… what impressions it evokes because of this. It can be “beautiful” as is usually considered, and “ugly”, “terrible”, or even “disgusting”, “repulsive”. Each game has its own proportion, somewhere more beauty — the Ori series, Ghost of Tsushima, Just Dance, … Somewhere ugliness, horror, and disgust — Scorn, Resident Evil, Dead Space, Little Nightmares…It’s the same in art — just look at the works of Zdzisław Beksiński, H.R. Giger, or Ukrainian artist Ivan Marchuk, the founder of the plentanism technique.Paintings by Zdzislaw BeksinskiPaintings “Awakening” and “Sorrow” by Ivan MarchukAesthetics should correspond to the game’s setting and lore, support immersion in this fictional world. An interesting unique visual style is another way to stand out in the market. For example, the creators of Cuphead were inspired by the aesthetics of 1930s cartoons, surrealism, and the jazz era.CupheadThe game is known for its distinctive crafted animation and soundtracks, which make it recognizable and stand out among others. The loud title of the marketing book “Differentiate or Die” comes to mind.In design and development, there is often a challenge: to find a balance between functionality, convenience, and aesthetics. You can overdo it with visual effects, animations, which will reduce performance and optimization. Get carried away with graphic elements, and this will add “visual noise”, lower readability, and accordingly, worsen usability.This dilemma is present in other subject areas as well. For example, chess sets. Pieces can be extremely detailed, made of expensive materials, but not very usable because players confuse their roles due to a certain unique, non-standard appearance. These obstacles do not contribute to the game and can ruin the entire experience, especially if the mistake leads to critical consequences in the match. Or take industrial design: for some time, Apple devices did not have as many ports/interfaces as their competitors’ devices. That is, for the sake of aesthetics, they neglect certain convenience and practicality. Maybe too convenient things form “convenient” people? ;)Auditory AestheticsIt greatly influences the atmosphere, emotions, and mood of the players. These include all the sounds that accompany the game: soundtracks, ambient sounds, sound design, dialogues, dubbing, and more. This has a significant impact on the gaming experience, even down to the goosebumps.This game component can be reflected in other products, such as vinyl records. It offers a new experience for users, providing auditory, tactile, and visual aesthetics.Alan Wake 2 Vinyl RecordsTactile AestheticsThese refer to the sensations related to physical perception during the game — from how we interact with peripheral devices.A few examples: gamepad vibration (Haptic Feedback), Dual Sense adaptive triggers, steering wheel and pedals, special gloves or suits with tactile feedback. All this serves to provide greater immersion and inform about the game state.Special game editions with additional materials, such as 3D models, figurines, maps, or other items from the game world, can also be considered part of tactile aesthetics. This adds a physical aspect to the game interaction experience, can enhance the sense of involvement and value for players. It provides a certain tactile contact with the game universe, even when our PC or console is turned off due to a power outage.S.T.A.L.K.E.R. 2: Heart of Chornobyl Ultimate EditionTaste AestheticsHmm, can we try a game by taste? “Of course!” — marketing and business will joyfully exclaim. But no one will force us to gnaw on consoles or game discs. The approach is more gentle and courteous.So, on the shelves of grocery stores, we’ll find Nuka-Cola from the Fallout universe, Butterbeer, or Beans with different flavors from the Potterverse. The line between the game world and reality is blurring, and here we enter the realm of product placement: Calorie Mate (energy bars popular in Japan) appear in Metal Gear Solid, Monster Energy drinks in Death Stranding, and Nonstop in S.T.A.L.K.E.R..Nuka-Cola from the Fallout universeScent AestheticsI began exploring this topic and discovered GameScent — a device that reacts to game events such as shooting, explosions, racing, storms, and forests, releasing corresponding smells. It’s a form of 4D gaming, an attempt to expand the gaming experience to another sense. But I think we should be careful with this — who knows what it might emit when burning cannabis fields in Far Cry 3.GameScentBut in fact, if we delve deeper, we can think about certain new niches. The Moth and Rabbit perfume brand, founded in 2016, is known for its unique approach. They create unisex perfumes inspired by movies and stories, such as Parasite, The Lobster, La Haine, and The Color of Pomegranates. The focus is not only on the scent but also on the emotional and sensory experience.I feel like perfumers and marketers could easily craft fragrance concepts for games like GTA, RDR2, or The Last of Us… Thus adding a new dimension of experience for the audience. I will share my own associations — what perfumes remind me of different parts of Far Cry.FUN (Engagement)Now we have reached the core, the center that creates the desire to use this or that entertainment product. You can fix bugs, work on optimization, improve usability, and create aesthetics as much as you want. However, if a game has no fun, it is not interesting to play, and it is most likely doomed to fail.There is an expression Usable yet Useless. Because many products appear on the market that don’t find their purpose, have no value for the customers. And of course, we know a lot of such examples among published games. Or those that were canceled in development because the team never found the “FUN recipe” in practice. That said, projects can also be canceled for many other reasons — finances, the market, team issues, tech limitations, shifting priorities, or strategic decisions…Well, fun is a rabbit hole — a vast and complex topic that touches many areas. A person’s impression of it is individual, personal, and subjective.“We are not many standard selves, but many different universes” — Vasyl Symonenko.Making a game that works for everyone is possible (Functionality). Making a game that is interesting and liked by everyone — I don’t think so. Here, I will try to describe certain components of fun as simply as possible.MotivationAgain, it’s not easy because there is no single theory of motivation. But the dominant framework, which is also described in management books, is the self-determination theory (SDT). It suggests that our motivation comes from both intrinsic drivers (internal desires) and extrinsic drivers (external rewards).Let’s start with the three intrinsic ones:Competence is a need to feel successful, skilled, and to see yourself progress and develop. It’s about growth and providing players with the right level of challenge to showcase their skills. Competence is one of the key drivers. A nice real-life example would be when you give a riddle to your friends. Time passes, and they don’t want you to give them the answer — they want to solve it themselves to experience the feeling of “We did it!”Autonomy is a need for self-expression, to feel that you have an impact, that your choices matter. This is a certain level of freedom in the game, the ability to customize characters, their belongings, make decisions, participate in dialogues that change the further course of events…Relatedness is a need to have meaningful social connections, whether through cooperation or competition, because we are social beings. Accordingly, these are all kinds of coop or competitive modes in online or offline game mods.Extrinsic drivers are external rewards. Ideally, they also immerse and help progress, providing some recognition, feedback on the players’ competence. Goals and rewards should be meaningful to the players (make sense, have value, logical justification).More on player motivation in this talk by Celia Hodent, former Director of User Experience at Epic Games.EmotionEmotions are very important, they affect our perception, decision-making and memory — the more emotional the experience, the better we will remember it. Here I have highlighted:Immersion, which is also shaped by aesthetics.The feeling of the game — 3C (Camera, Characters and Controls)Linking Narrative (how the story is presented) — Story (what happens in the game world) — Plot (how it is revealed to the players)Surprises and new content: locations, seasons, tournaments, modes, etc.So to speak, we ride the emotional roller coaster. In any case, it is better in the game than in life. So as not to complain like Chris Isaak in the song Wicked Game “What a wicked game you play to make me feel this way”.FlowThe state of flow, a concept introduced by psychologist Mihaly Csikszentmihalyi, occurs at the appropriate level of challenge and skills. The mental state in which a person is fully engaged in what they are doing is a feeling of focus, concentration, and success during the activity. Flow can occur during various activities such as sports, work, daily life, creativity, and others.State of FlowThe main components and conditions in a game are:Difficulty curve — the level of challenges, “match of skills and challenges”Learning curve — onboarding players and step-by-step distributed tutorials (learn by doing);Pacing — a rhythm of stress and rest. The best rest is a change of activity.The state of flow is so captivating that we lose track of time.Ethical Aspects and ResponsibilityThis is about the conscious and unconscious use of deceptive design patterns (aka Dark), to increase business revenue. It is an exploitation of our biases and perception. Some companies have lawsuits regarding these decisions in certain countries.There is also a book written in a simple, concise form “Hooked: How to Build Habit-Forming Products” — Nir Eyal, Ryan Hoover. It allowed me to look at various products, services from a different angle and notice, recognize their methods of engagement.Summary about FunIn the book “A Theory of Fun for Game Design” by Raph Koster, there is a phrase “Learning is the drug”. The feeling of fun is the brain’s emotional reaction to learning. Even curiosity is enjoyable in itself, which is why we dislike spoilers — or at least, part of us does.Just as in games we solve puzzles, learn combos, scripts, and timings for further progress, so is it in life. A cat that drops things from the table for its learning (or just to annoy) or scientists trying to solve the mystery of the universe. Our brain always wants to find a pattern, a cause-and-effect relationship, to create structure in chaos. And as soon as it finds it, it becomes uninteresting and boring. As Dua Lipa sings in her song “New Rules”, “Now I’m standin’ back from it, I finally see the pattern.”Brand ConnectionWe can combine these layers and add another one around that also affects the game’s perception by the audience and its loyalty. This is the company’s brand, its philosophy, position, previous experience with its products and services. As well as personal brand: Neil Druckmann (The Last of Us), Dan & Sam Houser (GTA), Hideo Kojima (Death Stranding), etc.https://medium.com/media/f9db10894c4401ea10cc154898d1c065/hrefTeamEach of these components of the Game UX is handled by specific teams and stakeholders. In the image below, I have only indicated a part of the job titles that came to mind. In game development, especially for large projects, there are significantly more roles, and the credits are proof of that. Management is responsible for effective coordination and cooperation of these teams. Moreover, the R&D process of the game is impossible without the support of other company departments — HR, infrastructure, operational team, finance, etc.UX Layers & TeamAll these layers-components are closely interconnected, influencing and depending on each other. People from “Fun” tell we need a game world without seams and loading, while people from “Functionality”, having studied this issue, say that at the moment it is impossible, or requires additional resources, technologies. The search for a solution, a compromise is ongoing.Although my main focus is usability and aesthetics. It is necessary to collaborate with a large number of different teams. For example, when I worked on the High Contrast Mode feature, I first aligned with the Game Design team and then shared prototypes with the Render team, which made its implementation possible. All these layers-components are important for players’ experiences.On the FinalA game can bring not just fun, but also a deeper experience, raising and revealing important themes. It is an important medium for exploring social, ethical, and psychological issues. Games evoke emotions and empathy, allowing players to experience stories, situations that raise questions about morality, responsibility, and human values.Valiant HeartsWe love games with all their advantages and disadvantages. After all, there are no perfect products, as they are created by imperfect people, and perhaps a bit by hallucinating AI.“There is a crack in everything, that’s how the light gets in.” — Leonard Cohen, Anthem.Thank you!Why is everyone on the team a UXer? Layers of player experience was originally published in UX Collective on Medium, where people are continuing the conversation by highlighting and responding to this story.
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  • Made with Unity Monthly: January 2023 roundup

    The year’s just getting started, but there’s already a lot happening. Peruse our latest monthly roundup of Made with Unity highlights to learn what’s up in the Unity community.#MadeWithUnity games reached some exciting milestones in January.To start, we celebrated the return of a classic as Colossal Cave was released in VR. Death in the Water 2 by Lighthouse Games also launched, and it’s proving to be quite a terrifying experience.Finally, it’s great to see so many Made with Unity games nominated for the upcoming Academy of Interactive Arts & Sciences’ D.I.C.E. Awards. The nominees include:Gibbon: Beyond the Trees, IMMORTALITY, and MARVEL SNAP for Mobile Game of the YearTUNIC and NORCO for Adventure Game of the YearCosmonious High, Tentacular, and The Last Clockwinder for Immersive Reality Game of the YearMARVEL SNAP for Online Game of the YearSpiderHeck for Fighting Game of the YearDisney Dreamlight Valley, Lost in Play, and Trombone Champ for Family Game of the YearCitizen Sleeper for Role-Playing Game of the YearIXION, Potion Craft: Alchemist Simulator, and Warhammer 40,000: Chaos Gate – Daemonhunters for Strategy/Simulation Game of the YearOlliOlli World for Sports Game of the YearNeon White for Action Game of the YearIMMORTALITY, Neon White, and TUNIC for Outstanding Achievement for an Independent GameAmong Us VR, Cosmonious High, and The Last Clockwinder for Immersive Reality Technical AchievementMARVEL SNAP and TUNIC for Outstanding Achievement in Game DesignSomerville for Outstanding Achievement in Audio DesignCuphead: The Delicious Last Course for Outstanding Achievement in AnimationIMMORTALITY and TUNIC for Outstanding Achievement in Game DirectionIMMORTALITY, NORCO, and I Was a Teenage Exocolonist for Outstanding Achievement in StoryWe share new releases or milestone spotlights every Monday through @UnityGames on Twitter.Tuesdays are dedicated to #UnityTips on Twitter. Here are two we found helpful in January:@elvismdd shared a classic tip to highlight the GameObject causing trouble@SunnyVStudio offered some nice interactive bow strings to show off in VRWe also published a recap of highlights from our 2022 developer Twitter takeovers right here on the blog. Stay tuned for plenty more throughout the year, and keep tagging us using the #UnityTips hashtag.We love all the incredible-looking projects we see using the #MadeWithUnity hashtag.Twitter’s @Vhalenn_ showcased a breathtaking world that’s worth exploring and @HakanssonAugust demonstrated some on-point camera work. Then, @inresin’s lizard friend took us on all sorts of adventures.On Instagram, @Throwdrow’s floating swordlooked straight out of a fantasy world, while @chibig.studio’s witch had some errands to run.We’re so excited for a new year of #MadeWithUnity, so keep adding the hashtag to your posts to show us what you’ve been up to.There were no new Creator Spotlight streams on Twitch in January, but that doesn’t mean we weren’t busy. To close out the month, we sat down with three Unity Insiders – Samyam, Andy Touch, and Code Monkey – ahead of Global Game Jam 2023 for a kickoff paneland joined the Global Game Jam team for its Day 2 Prep Week stream.In addition, we continued the revitalizing clips on YouTube with not one but four videos highlighting snippets from recent Creator Spotlight streams, including insight on layered explosions and stylized graphics in Rollerdrome, tips on building your email list from Thomas Brush, and the power of command buffers with JellyCar Worlds.Don’t forget to follow us on Twitch and hit the notification bell so you never miss a stream. If you miss a future Creator Spotlight live broadcast, don’t worry: We upload all streams to this YouTube playlist.On January 26, we had our first Dev Blitz Day of the year, focusing on authoring. The event was held in both the forums and the Discord server. Throughout the day, we answered more than 200 developer questions and would like to thank everyone who participated.Our next Dev Blitz Day will be held this month, but the date is still TBD. Keep an eye on the forums and our Discord for future announcements.Just in case you’re prioritizing vibes this season, we’ve got you covered with cozy assets for cozy games. What are “cozy games” you might ask? Read up on the emerging genre, and maybe it’ll spark some creative ideas for your next project.Plus, catch up with some of our favorite creator showcases on Twitter last month:Nordic Landscape | John Leonard FrenchWaterCausticsEffect for URP v2 | Masataka HakozakiTerraWorld SRP| ShadercrewPoly HP – Wildman | Downrain DCIf you’re using any Unity #AssetStore assets or have published assets to show off, be sure to tag us on Twitter with your latest creations. We’re excited to see what everyone creates throughout the year.Last but not least, here’s a non-exhaustive list of Made with Unity titles released in January. Do you see any on the list that have already become favorites or notice that something is missing? Tell us about it in the forums.Gorilla Tag, Another AxiomWe Are The Caretakers, Heart Shaped Games LLCChildren of Silentown, Elf Games, Luna2 StudioLONE RUIN, Cuddle Monster GamesSurviving the Abyss, Rocket Flair StudiosOsiris: New Dawn, Fenix Fire EntertainmentA Space for the Unbound, MojikenColossal Cave, Cygnus EntertainmentThe Pioneers: Surviving Desolation, SupercubeFire Emblem™ Engage, NintendoCatch Me!, ByteRockers' GamesNBA All-World, NianticDeath in the Water 2, Lighthouse Games StudioPower Chord, Big Blue BubbleRoller Drama, Open Lab GamesThat’s a wrap for January! Want more community news as it happens? Don’t forget to follow us on social media: Twitter, Facebook, LinkedIn, Instagram, YouTube, or Twitch.
    #made #with #unity #monthly #january
    Made with Unity Monthly: January 2023 roundup
    The year’s just getting started, but there’s already a lot happening. Peruse our latest monthly roundup of Made with Unity highlights to learn what’s up in the Unity community.#MadeWithUnity games reached some exciting milestones in January.To start, we celebrated the return of a classic as Colossal Cave was released in VR. Death in the Water 2 by Lighthouse Games also launched, and it’s proving to be quite a terrifying experience.Finally, it’s great to see so many Made with Unity games nominated for the upcoming Academy of Interactive Arts & Sciences’ D.I.C.E. Awards. The nominees include:Gibbon: Beyond the Trees, IMMORTALITY, and MARVEL SNAP for Mobile Game of the YearTUNIC and NORCO for Adventure Game of the YearCosmonious High, Tentacular, and The Last Clockwinder for Immersive Reality Game of the YearMARVEL SNAP for Online Game of the YearSpiderHeck for Fighting Game of the YearDisney Dreamlight Valley, Lost in Play, and Trombone Champ for Family Game of the YearCitizen Sleeper for Role-Playing Game of the YearIXION, Potion Craft: Alchemist Simulator, and Warhammer 40,000: Chaos Gate – Daemonhunters for Strategy/Simulation Game of the YearOlliOlli World for Sports Game of the YearNeon White for Action Game of the YearIMMORTALITY, Neon White, and TUNIC for Outstanding Achievement for an Independent GameAmong Us VR, Cosmonious High, and The Last Clockwinder for Immersive Reality Technical AchievementMARVEL SNAP and TUNIC for Outstanding Achievement in Game DesignSomerville for Outstanding Achievement in Audio DesignCuphead: The Delicious Last Course for Outstanding Achievement in AnimationIMMORTALITY and TUNIC for Outstanding Achievement in Game DirectionIMMORTALITY, NORCO, and I Was a Teenage Exocolonist for Outstanding Achievement in StoryWe share new releases or milestone spotlights every Monday through @UnityGames on Twitter.Tuesdays are dedicated to #UnityTips on Twitter. Here are two we found helpful in January:@elvismdd shared a classic tip to highlight the GameObject causing trouble@SunnyVStudio offered some nice interactive bow strings to show off in VRWe also published a recap of highlights from our 2022 developer Twitter takeovers right here on the blog. Stay tuned for plenty more throughout the year, and keep tagging us using the #UnityTips hashtag.We love all the incredible-looking projects we see using the #MadeWithUnity hashtag.Twitter’s @Vhalenn_ showcased a breathtaking world that’s worth exploring and @HakanssonAugust demonstrated some on-point camera work. Then, @inresin’s lizard friend took us on all sorts of adventures.On Instagram, @Throwdrow’s floating swordlooked straight out of a fantasy world, while @chibig.studio’s witch had some errands to run.We’re so excited for a new year of #MadeWithUnity, so keep adding the hashtag to your posts to show us what you’ve been up to.There were no new Creator Spotlight streams on Twitch in January, but that doesn’t mean we weren’t busy. To close out the month, we sat down with three Unity Insiders – Samyam, Andy Touch, and Code Monkey – ahead of Global Game Jam 2023 for a kickoff paneland joined the Global Game Jam team for its Day 2 Prep Week stream.In addition, we continued the revitalizing clips on YouTube with not one but four videos highlighting snippets from recent Creator Spotlight streams, including insight on layered explosions and stylized graphics in Rollerdrome, tips on building your email list from Thomas Brush, and the power of command buffers with JellyCar Worlds.Don’t forget to follow us on Twitch and hit the notification bell so you never miss a stream. If you miss a future Creator Spotlight live broadcast, don’t worry: We upload all streams to this YouTube playlist.On January 26, we had our first Dev Blitz Day of the year, focusing on authoring. The event was held in both the forums and the Discord server. Throughout the day, we answered more than 200 developer questions and would like to thank everyone who participated.Our next Dev Blitz Day will be held this month, but the date is still TBD. Keep an eye on the forums and our Discord for future announcements.Just in case you’re prioritizing vibes this season, we’ve got you covered with cozy assets for cozy games. What are “cozy games” you might ask? Read up on the emerging genre, and maybe it’ll spark some creative ideas for your next project.Plus, catch up with some of our favorite creator showcases on Twitter last month:Nordic Landscape | John Leonard FrenchWaterCausticsEffect for URP v2 | Masataka HakozakiTerraWorld SRP| ShadercrewPoly HP – Wildman | Downrain DCIf you’re using any Unity #AssetStore assets or have published assets to show off, be sure to tag us on Twitter with your latest creations. We’re excited to see what everyone creates throughout the year.Last but not least, here’s a non-exhaustive list of Made with Unity titles released in January. Do you see any on the list that have already become favorites or notice that something is missing? Tell us about it in the forums.Gorilla Tag, Another AxiomWe Are The Caretakers, Heart Shaped Games LLCChildren of Silentown, Elf Games, Luna2 StudioLONE RUIN, Cuddle Monster GamesSurviving the Abyss, Rocket Flair StudiosOsiris: New Dawn, Fenix Fire EntertainmentA Space for the Unbound, MojikenColossal Cave, Cygnus EntertainmentThe Pioneers: Surviving Desolation, SupercubeFire Emblem™ Engage, NintendoCatch Me!, ByteRockers' GamesNBA All-World, NianticDeath in the Water 2, Lighthouse Games StudioPower Chord, Big Blue BubbleRoller Drama, Open Lab GamesThat’s a wrap for January! Want more community news as it happens? Don’t forget to follow us on social media: Twitter, Facebook, LinkedIn, Instagram, YouTube, or Twitch. #made #with #unity #monthly #january
    UNITY.COM
    Made with Unity Monthly: January 2023 roundup
    The year’s just getting started, but there’s already a lot happening. Peruse our latest monthly roundup of Made with Unity highlights to learn what’s up in the Unity community.#MadeWithUnity games reached some exciting milestones in January.To start, we celebrated the return of a classic as Colossal Cave was released in VR. Death in the Water 2 by Lighthouse Games also launched, and it’s proving to be quite a terrifying experience.Finally, it’s great to see so many Made with Unity games nominated for the upcoming Academy of Interactive Arts & Sciences’ D.I.C.E. Awards. The nominees include:Gibbon: Beyond the Trees, IMMORTALITY, and MARVEL SNAP for Mobile Game of the YearTUNIC and NORCO for Adventure Game of the YearCosmonious High, Tentacular, and The Last Clockwinder for Immersive Reality Game of the YearMARVEL SNAP for Online Game of the YearSpiderHeck for Fighting Game of the YearDisney Dreamlight Valley, Lost in Play, and Trombone Champ for Family Game of the YearCitizen Sleeper for Role-Playing Game of the YearIXION, Potion Craft: Alchemist Simulator, and Warhammer 40,000: Chaos Gate – Daemonhunters for Strategy/Simulation Game of the YearOlliOlli World for Sports Game of the YearNeon White for Action Game of the YearIMMORTALITY, Neon White, and TUNIC for Outstanding Achievement for an Independent GameAmong Us VR, Cosmonious High, and The Last Clockwinder for Immersive Reality Technical AchievementMARVEL SNAP and TUNIC for Outstanding Achievement in Game DesignSomerville for Outstanding Achievement in Audio DesignCuphead: The Delicious Last Course for Outstanding Achievement in AnimationIMMORTALITY and TUNIC for Outstanding Achievement in Game DirectionIMMORTALITY, NORCO, and I Was a Teenage Exocolonist for Outstanding Achievement in StoryWe share new releases or milestone spotlights every Monday through @UnityGames on Twitter.Tuesdays are dedicated to #UnityTips on Twitter. Here are two we found helpful in January:@elvismdd shared a classic tip to highlight the GameObject causing trouble@SunnyVStudio offered some nice interactive bow strings to show off in VRWe also published a recap of highlights from our 2022 developer Twitter takeovers right here on the blog. Stay tuned for plenty more throughout the year, and keep tagging us using the #UnityTips hashtag.We love all the incredible-looking projects we see using the #MadeWithUnity hashtag.Twitter’s @Vhalenn_ showcased a breathtaking world that’s worth exploring and @HakanssonAugust demonstrated some on-point camera work. Then, @inresin’s lizard friend took us on all sorts of adventures.On Instagram, @Throwdrow’s floating sword (above) looked straight out of a fantasy world, while @chibig.studio’s witch had some errands to run.We’re so excited for a new year of #MadeWithUnity, so keep adding the hashtag to your posts to show us what you’ve been up to.There were no new Creator Spotlight streams on Twitch in January, but that doesn’t mean we weren’t busy. To close out the month, we sat down with three Unity Insiders – Samyam, Andy Touch, and Code Monkey – ahead of Global Game Jam 2023 for a kickoff panel (also on YouTube) and joined the Global Game Jam team for its Day 2 Prep Week stream.In addition, we continued the revitalizing clips on YouTube with not one but four videos highlighting snippets from recent Creator Spotlight streams, including insight on layered explosions and stylized graphics in Rollerdrome, tips on building your email list from Thomas Brush (above), and the power of command buffers with JellyCar Worlds.Don’t forget to follow us on Twitch and hit the notification bell so you never miss a stream. If you miss a future Creator Spotlight live broadcast, don’t worry: We upload all streams to this YouTube playlist.On January 26, we had our first Dev Blitz Day of the year, focusing on authoring. The event was held in both the forums and the Discord server. Throughout the day, we answered more than 200 developer questions and would like to thank everyone who participated.Our next Dev Blitz Day will be held this month (February), but the date is still TBD. Keep an eye on the forums and our Discord for future announcements.Just in case you’re prioritizing vibes this season, we’ve got you covered with cozy assets for cozy games. What are “cozy games” you might ask? Read up on the emerging genre, and maybe it’ll spark some creative ideas for your next project.Plus, catch up with some of our favorite creator showcases on Twitter last month:Nordic Landscape | John Leonard FrenchWaterCausticsEffect for URP v2 | Masataka HakozakiTerraWorld SRP (Coming Soon) | ShadercrewPoly HP – Wildman | Downrain DCIf you’re using any Unity #AssetStore assets or have published assets to show off, be sure to tag us on Twitter with your latest creations. We’re excited to see what everyone creates throughout the year.Last but not least, here’s a non-exhaustive list of Made with Unity titles released in January. Do you see any on the list that have already become favorites or notice that something is missing? Tell us about it in the forums.Gorilla Tag, Another Axiom (January 1)We Are The Caretakers, Heart Shaped Games LLC (January 6)Children of Silentown, Elf Games, Luna2 Studio (January 11)LONE RUIN, Cuddle Monster Games (January 12)Surviving the Abyss, Rocket Flair Studios (January 17)Osiris: New Dawn, Fenix Fire Entertainment (January 18)A Space for the Unbound, Mojiken (January 19)Colossal Cave, Cygnus Entertainment (January 19)The Pioneers: Surviving Desolation, Supercube (January 20)Fire Emblem™ Engage, Nintendo (January 20)Catch Me!, ByteRockers' Games (January 24)NBA All-World, Niantic (January 24)Death in the Water 2, Lighthouse Games Studio (January 26)Power Chord, Big Blue Bubble (January 26)Roller Drama, Open Lab Games (January 26)That’s a wrap for January! Want more community news as it happens? Don’t forget to follow us on social media: Twitter, Facebook, LinkedIn, Instagram, YouTube, or Twitch.
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