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Having worked in both domains on the technical side one thing they share in common is no one really knows what makes something "fun" or makes UI/UX "intuitive".
by vvanders 5y ago
Having worked in both domains on the technical side one thing they share in common is no one really knows what makes something "fun" or makes UI/UX "intuitive". There's no sure-fire formula and the most successful approaches I've seen require extensive experimentation and iteration.
To take that further the most successful teams weren't the "smartest" or the "hardest working" but ones that had the fastest iteration loop. It drives everything else about the process, relentlessly optimize that loop and it was like a superpower that enabled teams to take more chances at whatever difficult thing they were trying to solve.
- definitelyhuman 5y agoTotally agree - the definition of done is really hard in creative work. Having a culture of refinement with the courage to ship early and often is a powerful tool to hone in on great results
- GuB-42 5y agoUsually, it means good tools. I don't work in the video game industry personally but tooling that allows for these fast iterations seems to be a common theme among success stories. And if you look at the composition of a large game dev team, sometimes, tooling makes the largest part. I mean for programmers, not artists, obviously.