Hardback : HK$1,498.00
Most tools developers want to improve the user experience but are not given the time, lack the techniques, or don't know where to begin.Designing the User Experience of Game Development Tools addresses these issues to empower tools developers to make positive steps toward improving the user experience of their tools.
The book explains how to improve the user experience of game development tools. The first part of the book details the logic behind why the user experience of game tools must be improved. The second part introduces the concept of user-centered design, a process that revolves around understanding people's goals, watching them work, learning the context in which they work, and understanding how they think.
Ideal for anyone who makes, uses, or benefits from game development tools, the book presents complex concepts in a manner that is accessible to those new to user experience design. The book illustrates many proven concepts and techniques using before-and-after examples from tools development to supply you with the real-world understanding you need to become a better game developer. It also describes how to get buy-in from your team.
Although concepts have been simplified to make the information more easily accessible, the text includes resources in the footnotes if you want more details.
The book includes access to a companion website, www.UXofGameTools.com, that contains the latest revisions for the book as well as contact information. You can also follow the official Twitter account @UXofGameTools to see the latest updates and articles related to the improvement of the user experience.
Most tools developers want to improve the user experience but are not given the time, lack the techniques, or don't know where to begin.Designing the User Experience of Game Development Tools addresses these issues to empower tools developers to make positive steps toward improving the user experience of their tools.
The book explains how to improve the user experience of game development tools. The first part of the book details the logic behind why the user experience of game tools must be improved. The second part introduces the concept of user-centered design, a process that revolves around understanding people's goals, watching them work, learning the context in which they work, and understanding how they think.
Ideal for anyone who makes, uses, or benefits from game development tools, the book presents complex concepts in a manner that is accessible to those new to user experience design. The book illustrates many proven concepts and techniques using before-and-after examples from tools development to supply you with the real-world understanding you need to become a better game developer. It also describes how to get buy-in from your team.
Although concepts have been simplified to make the information more easily accessible, the text includes resources in the footnotes if you want more details.
The book includes access to a companion website, www.UXofGameTools.com, that contains the latest revisions for the book as well as contact information. You can also follow the official Twitter account @UXofGameTools to see the latest updates and articles related to the improvement of the user experience.
Introduction. Why do we need to do this?. Why is this Happening?. How can we do this?. Real-World Examples. What can you do?. Conclusion.
After spending most of his formative years in his parents’ basement
trying to clone 8-bit console games on an Apple IIGS, David
Lightbown got a job in the games industry. Since then, he has
dedicated the majority of his career to working on content creation
tools and pipelines.
In addition to contributing to a variety of games as a technical
director, David has delivered presentations at the Game Developers
Conference, Montreal International Game Summit, and SIGGRAPH, in
various cities within Canada, the United States, and Europe.
He has also collaborated with Autodesk to create product reviews,
training manuals, tutorial videos, and masterclasses. In 2010, he
received the Autodesk Master Award for his contributions to the 3D
community.
David currently holds the title of technical director at Ubisoft
Montreal.
"What you are reading now is the result of David Lightbown’s first
big mission on [a] very long quest. The rest is a co-op campaign
and he has brought along these weapons to get us started."
—From the Foreword by Mike Acton, Engine Director, Insomniac
Games"[David’s] acclaimed lectures, now demonstrated and elaborated
in this book, are brilliant and very appropriate to our
industry."
—Jason Parks, Owner, Continuity AI (former Technical Artist for
SCEA, THQ, and Volition)"Lightbown tackles some complicated
cognitive and scientific concepts, but does so in a completely
conversational manner that is not only approachable, but fun and
interesting to read."
—Jim Brown, Epic Games"All developers owe it to their future selves
to learn to apply the process presented in this book to their
tools."
—Corey Johnson, Unity Technologies"If you build games tools and are
not familiar with user-centered design, then you should read this
book."
—Tom Hoferek, Principal User Experience Designer, Autodesk"David
not only delivers the concepts and techniques that can be used to
improve the user experience of game development tools, he also
outlines … the return on investment for doing so. A must read."
—Liam Grieg, Senior UX Designer, Atlassian"In this easy-to-read,
comprehensive guide, David Lightbown applies classic principles of
user-centered design to the tool-building process. ... A must-read,
even if you’re not in the games industry."
—AJ Kandy, Co-Founder/Director of Design, Peterson/Kandy
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