Games UX

Showcasing user experience design in video games

Games UX
Source: SUPERJUMP.

👋 Hi there! Welcome to the latest edition of SUPERJUMP Weekly. This week, we're exploring user experience design and its relationship with video games. These stories are crafted by UX professionals; either folks who are working on UX design within the games industry or who are working in UX across other industries. You'll enjoy these stories if you're a game designer - as some in our community are - but you'll also find these insights fascinating if you're interested in UX design or game design in general. In this issue, we also showcase the works of Anselmo Jason and feature Phonopolis in our latest On the Radar update.

We hope you enjoy this issue. Please consider becoming a Backer if you would like to support our unique brand of independent games journalism. Thank you.

IN THIS ISSUE

✍️ Story Showcase: Games UX
⭐ Author Showcase: Anselmo Jason
📡 On the Radar: Phonopolis
📅 This Week on SJP
🏆 Backers

GAMES UX

STORY SHOWCASE

How UX Breaks the Fourth Wall to Make Better Video Games
Exploring the role of UX in video games
How Games Can Give Insights and Solutions to UX Problems
Anything you love can teach you lessons that apply to your work
Analysing the UX Design of Elden Ring
A deep, detailed look at the user experience of Elden Ring
How Video Games Use Reduced Stimulation
Varying stimulation can dramatically alter game experiences
Games UX: All About Subtitles
Exploring subtitles in games, especially when applied to multiple screen sizes
Analysing the UX Design of the FIFA Mobile App
A constructively critical look at FIFA’s mobile version
Player Motivations and Video Games
How psychology can affect and influence game design
Flexibility and Efficiency Are Much More Than Controller Mapping
Diving into the sixth heuristic, flexibility and efficiency of use

ANSELMO JASON

AUTHOR SHOWCASE

👤
Yakuza 0 Has Two Brilliant Fight Songs
Although reserved to side content, these fight songs give you more than just an adrenaline rush
There’s a Good Reason Metal Gear Rising: Revengeance Came Back From the Dead
Elements that make up the game transcend the memes that spawned from it
PAXAUS 2022 - A Chat With the Founder of Pentanet About Cloud Gaming
Stephen Cornish shares his views on the growing gaming platform
The Beauty in Max Payne 3’s Ugliness
There is much to like about Max’s harrowing journey in São Paulo
Resident Evil’s Most Underused Main Character
Given his special traits, he deserves more than a single appearance
Like a Dragon: Ishin! is a Great Series Entry Point
Meiji Restoration...Like a Dragon style

PHONOPOLIS

ON THE RADAR

Not long ago, we looked at a game called Barraka which aims for a distinctive visual style by using an actual physical medium - plasticine. Phonopolis is taking a similar approach to its own dystopian tale, this time using cardboard and paint for an avant-garde look.

Source: Steam.

The city of Phonopolis is ruled in a very literal way by sound. Loudspeakers throughout the city issue a constant stream of commands - commands which the citizens are powerless to resist. One day, an insignificant young man named Felix finds himself not only immune to the loudspeakers, but aware of their effects. Now a threat to the prevailing order, he must elude capture while seeking a way to end the tyranny of sound before the Leader's secret plan can go into effect.

The player's task is to manipulate objects in order to help Felix navigate Phonopolis and avoid the city guard. Many puzzle solutions will take advantage of the nature of the cardboard world. This may mean peeling a layer off of an object to reveal secrets underneath or moving chunks of the city around. The player can also gain control of the loudspeakers, using them to direct the actions of the citizens.

Source: Steam.

But once again, it is the visual aesthetic that is the central feature. In contrast to the dim and dismal style usually associated with dystopian fiction, Phonopolis is colorful and surreal. The game draws upon interwar and Soviet-era art styles for inspiration, particularly those associated with the Russian avant-garde. Combined with the use of stop motion, this gives Phonopolis a look that's caught between realistic and surrealistic.

Phonopolis is pending a release date.

💻 Created by Amanita Design
✍️ Andrew Johnston

THIS WEEK

ON SUPERJUMP

The God Rolls For Every Weapon In Destiny 2’s Episode: Echoes
A comprehensive guide
Luigi’s Mansion 2 HD: Shining a Dark Light on the Past
How does Luigi’s Mansion 2 fare after the HD treatment?
Calm and Comfort: An Interview With Hawai’i Artist Brady Evans
Brady discusses his artistic process, inspirations, and working on art in games
Night and Day: A Review of Frank and Drake
A gothic urban mystery that is quiet, haunting, and kind
Hidden Gems of Game Design Volume 26
Featuring Desert Fox Games and LEGO Batman
The Omori Manga’s First Chapter Has Arrived
How will a new medium impact the experience?
The Bounce: An Australian Rules Footy Game Retrospective
Everything you need to know about video footy history

BACKERS

THANK YOU 🙏

Thank you to Berke, Brandon, CT, Cathie, Claire, Geena, Lexi, Nick, Oren, Peter, Troy, Radha, and Wes for supporting independent, cynicism-free games publishing.

Why not join these fine folks and become a SUPERJUMP Backer?

Becoming a SUPERJUMP Backer means:
• 100% of your contribution goes directly to our authors.
• You'll receive a monthly 10% discount code for all purchases at PixelCrib and the SUPERJUMP Merch Store.
🌳
SUPERJUMP plants a tree for every issue of SUPERJUMP Weekly, thanks to Carbon Positive Australia. Thank you for reading.