Lead UX Designer, A11y advocate, NN/g Certified in Interaction Design.

In my freetime, I play games, play with gadgets, solve Rubik’s cubes, play rando’s on Lichess, and take lots of naps with my 6 cats.

  • 4 Posts
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Joined 1 year ago
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Cake day: June 14th, 2023

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  • Worked for Blizzard before all the Xbox layoffs… The confusing actions are mainly because the gaming division is now it’s own company within Microsoft and responsible for its budget and making revenue for the first time in XBOX’s history. The leadership level all got promotions and new titles, they shared new org charts to everyone, and then the layoffs and closures began almost immediately. It’s no longer about making their user base grow but about making money so expect their games everywhere and to see Game Pass lose features and raise prices.












  • I think of “retro” as pixel-based and early 3D games that were sorta killed during the PS1/Saturn/N64 era.

    Once we get into more advanced 3D / Polygonal games (PS2/GameCube/Xbox), it’s a different era; but it’s not due to the visual shift alone, but the design philosophy and craft/code itself. I would consider them “modern” and point to series like Zelda as an example.

    Games like WindWaker feel more connected to Breath of the Wild than it does to Link to the Past or even Ocarina of Time. And I think the same goes for series like Mario, Metal Gear, and so on.






  • I like having either tags or posts that start with the brackets (eg: [venting]) so you know what the poster expects in terms of responses. Are they looking for help or just venting? Is it a meme or actual discussion around a piece of media? It just sets some clear expectations at the start so the threads can be what’s most helpful or productive / fun