How does gaming advance your XR UX design career?
One of the first things I learned when transitioning to XR UX was that game design has a very direct influence on XR design and actually uses a lot of the same tools and methods. This is especially important for those that want to get into the XR or spatial computing field.
Join me for this free labs class and let’s practice our critical thinking to analyze games and discuss how we can apply that knowledge to XR UX design.
Disclaimer: This video or video description contains affiliate links. That means that I am awarded a small commission for purchases made through them, at no added cost for you. Affiliate links are only added to products that have been personally vetted and that I would recommend regardless.
==================
🎮 Games discussed
==================
Undertale
Wildermyth
Genshin Impact: Hangouts
Life is Strange
==================
🌹 Rose, Thorn, Bud Analysis
==================
This is the quick and simple method we use on stream to evaluate experiences.
Share your observations about the game we’re playing.
Roses
What went well?
What was a highlight?
What did you like?
Thorns
What didn’t go well?
What was a low point?
What did you not like?
Buds
What opportunities do you see?
What would you do differently next time?
What questions do you have?
Translating to XR
How might we translate this type of experience or interaction into XR?
What XR UX best practices do we need to keep in mind?
==================
❕ Chatbot Commands
==================
!commands - Lists all available commands
!linktree - Links to all the things
!pillars - Pillars of Gaming UX
!support - How to support the channel
!website - UX for XR Toolkit
!wishlist - Steam wishlist
!merch - Get the beanie and other merch
==================
🏫 Learn More
==================
Multi-branching narrative | interactive storytelling in LBE | blooloop https://blooloop.com/theme-park/opini...
Designing Cross-Platform Experiences • Designing Cross-Platform Experiences ...
How to create effective training in XR • How to create effective training in X...
Reduce neck pain caused by XR VR • Reduce neck pain caused by XR VR - He...
Instructional Design Tips by Kimberly Goh • Instructional Design Tips
UX for XR Toolkit - https://pintsizedrobotninja.com
On Demand Courses - https://ninjarobotstudio.com
As an Amazon Associate I earn from qualifying purchases
The Gamer's Brain by Celia Hodent - https://amzn.to/3Z2If6s
The Psychology of Video Games by Celia Hodent https://amzn.to/3qKTwf0
A Playful Production Process - https://amzn.to/3sxrdky
The VR Book by Jason Jerald PhD - https://amzn.to/3sAjIJJ
Games User Research by Drachen, Mirza-Babaei, and Nacke - https://amzn.to/3L40jHj
Pillars of Gaming UX - • Pillars of Gaming UX: Kokoro Clover P...
Linktree: https://linktr.ee/ninjarobotstudiollc
==================
⏱️ My Gear
==================
As an Amazon Associate I earn from qualifying purchases
Meta Quest 2 VR Headset https://amzn.to/3qTUDcg
DESTEK Quest 2 Headstrap https://amzn.to/3L2Ctf2
Logitech C920x HD Pro Webcam https://amzn.to/3P2pBHd
Blue Yeti USB Microphone https://amzn.to/3ErtjoF
Razer Tartarus V2 Gaming Keypad https://amzn.to/3L3Tsh8
Razer BlackShark V2 Gaming Headset https://amzn.to/46b4FVx
==================
🛟 Need help with your project?
==================
Get a fresh set of eyes on your project with a UX Expert Review
https://xrpatterns.pintsizedrobotninj...
==================
⏱️ Time stamps
==================
Start: (0:00)
Why we’re doing this: (0:29)
Empowering choice: (4:30)
Branching structures: (5:44)
One game, many structures: (11:29)
Constraints: (15:02)
Not all choices matter: (17:49)
Points of decision: (20:18)
Voice acting: (23:16)
Translations: (31:40)
Starting and progressing: (37:18)
Applying this to XR: (44:23)
Where to learn more: (1:01:06)
Ending: (1:05:23)
-----
If you like what you see and want to help keep this content coming, consider supporting me.
Patreon: / pintsizedrobotninja
Get the Beanie and other merch: https://store.streamelements.com/ninj...
NOTE: All screenshots or clips in this video are the property of the studios who produced the film or experience and are used under the Fair Use laws for educational and critique purposes.