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UI Study! - Dragalia Lost

Check it out! I was doing a bit of breakdown/analysis of an app game I've been playing a lot recently. I need more knowledge in terms of UI and UX Design, so I've been keeping my eyes peeled and doing small analysis like this!

It's interesting to see how a lot of these decisions are made not only for creative reasons, but to fit the form of the game (it's on a phone). Really cool shit.

To give you an idea, this is the kind of study/analysis stuff I'd do for anything I'm unfamiliar with. Anatomy, Composition, Color, Music, Story telling, Animation, Game design, whatever!

UI Study! - Dragalia Lost

Comments

Mobile games definitely tend to get a lot of clutter and suffer from excessive menus. Though, I've noticed that Japanese UI/UX tends to be rather different from Western UI/UX as well.

Aether Fang

Mobile multiplayer games are terrible at UX, because you have a clutter of options in a single screen, lots of loading, lots of distractions (50% OFF BUY THIS SHIT NOW glowing in your face while the button to play is hidden somewhere)

Jean - Enzonaki


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