"Pick up all the things." Prototyping; Point and Clicks; User Interfaces

In this super-sized episode, your nice hosts get into the gritty details of game design with a trio of terrific topics. Martha lays out the concept for her next game, Stephen complains about Smash Bros. (!), and Mark takes a lot of notes. Plus, maybe the best topic transitions to ever come out of the clubhouse!

We're still looking for feedback from our listeners! Be nice and visit our feedback form. It will only take a minute of your time and it will help us make the show better.

Prototyping 0:05:18 Stephen McGregorGame DesignDon't skip the Game Design Workshop at GDC 2017 - GDCMark's Sonic the Hedgehog solitaire card gameHolographic Mark Mk I Point and Clicks 0:26:28 Martha MegarryGame DesignPuzzle Dependency Graph Primer - Joshua WinbergGame DeveloperThe Day of The Tentacle: Dependency Graph Analysis - The Website is Down Dev BlogDouble Fine Adventure - DoubleFineProdYouTubeHumongous EntertainmentCosmic Osmo - Wikipedia30-plus years of HyperCard, the missing link to the Web - Matthew LasarArs Technica User Interfaces 0:42:26 Mark LaCroixGame DesignUser interface design in video games - Anthony StonehouseGame DeveloperThe User Interface Continuum: A Study of Player Preference - Kristine JorgensenGame DeveloperSplinter Cell: Conviction Developer Diary - IGNYouTubeMirror’s Edge – UX is not UI - Papa_LampGur-uHue's color blind mode in action Color Jumpers color blind mode in action - Ben BurnesYouTubeThe Division UI and Gameplay Walkthrough - YouTubeGDC Breaking conventions with Zelda: Breath of the Wild - Hidemaro FugibayashiGDC

2356 232