The long-awaited video game Cyberpunk 2077 has been met with harsh critique prompting an apology from its studio CD Projekt Red. Will this game ever come to deserve its initial hype?
In the early months of 2017 I finally sank my teeth into The Wither 3: Wild Hunt. With over 800 awards to its name this epic action role-playing game based on the work by Polish fantasy writer Andrzej Sapkowski offered a magical gaming experience.
While not being the first game from CD Projekt Red (CDPR), The Witcher 3 was definitely the title that established the Polish studio as one of the top game development studios in the business.
When The Witcher 3 was released in 2015 Cyberpunk 2077 had already been announced for three years. In this role-playing shooter based on the tabletop game by Mike Pondsmith we would get to explore the futuristic, ultra-capitalistic and dangerous Night City as V – a character we would get to create ourselves.
Broken graphics on consoles
Leading up to its release there was no shortage of jaw-dropping videos of Cyberpunk 2077 running on high-end PCs. However, no footage of the game running on PS4 or Xbox One was shown.
Over the years, I’ve learnt that a great developer experience plays a large part in a successful project. Here are my tips for contributing as a designer.
For the past eight years, I’ve been working as a UX designer and frontend developer in Stockholm, Sweden. When I look back on the projects I’ve been a part of, the ones that were successful and provided a great user experience always had a great developer experience. When it was neglected, the projects often fell short of set expectations.
Developer experience (DX) could (somewhat oversimplified) be described as user experience (UX) for users that are developers.
While the term developer experience isn’t uncommon, I feel it doesn’t get the attention and love it deserves. While a great developer experience requires a joint effort, I think designers can make a solid contribution and make a lot of things easier for their fellow team members.
Be open and positive to criticism
When starting a new project, be upfront that you want to tailor your tools and methods for collaboration. This makes for an excellent first impression and proves you have a good attitude to teamwork. I recommend having regular feedback sessions on this topic throughout the project (perhaps during your sprint retrospectives).
Treat developer feedback just like you would treat user feedback and improve your tools and methods for collaboration.
You should ask for specific feedback on your tools and methods for making and sharing design deliverables. Even if your tools and methods have worked well in past projects, they can always be improved. Make a habit of questioning and improving them with feedback from your developers.
However, don’t be a pushover if team members don’t want to try new things. Argue for what often has worked well and show them some samples of, for example, a clickable prototype in InVision or an exported style guide in Zeplin. It can be an eye-opener for everyone involved.
Teach yourself some code
Should designers code? This question has sparked many heated debates within the design community over the past few years.
Rockstar Games’ long-awaited title Red Dead Redemption 2 was released on October 26, 2018 and has been met with enormous praise. In this post I go through the good, the bad and the ugly UX of this western epic that most likely will go down in history as one of the greatest games of all time.
After releasing Grand Theft Auto V (GTA V) in 2013, Rockstar Games has had gamers waiting patiently for the follow up to their 2010 smash hit wild west adventure Red Dead Redemption.
In this prequel to the previous instalment you play as Arthur Morgan, a member of the Dutch van der Linde gang just like the previous game’s protagonist John Marston. Arthur is trying to make a life for himself and his fellow outlaws after a failed bank robbery in the rapidly changing and less and less wild west.
As Arthur faces both opportunity and hardship, you as a player will face both good, bad and ugly UX.
The nature, architecture, people, language, food and culture. During my trip to the mesmerising country of Japan in October this year, I felt there was no end to the impressions I got. In this post, I’ll tell you what stood out about design.
Was it playing Super Mario World as a kid in the early 90s? Could it have been eating sushi when going to college on the Swedish west coast? Maybe seeing Sofia Coppola’s masterpiece Lost in Translation multiple times had something to do with it.
I don’t know, but for the past few years my curiosity about Japan had been steadily increasing. This fall I finally stopped dreaming and booked a flight to the land of the rising sun.
In this post, I’ll tell you what made impressions on me as a designer.
Riding the Tokyo subway with 38 million people
I started my trip in the nation’s capital of Tokyo. For getting around in this mind-blowing city, the subway is the best choice by far.
Since most of the city’s 38 million inhabitants also prefer the subway the experience is at first overwhelming, but after a few rides completely manageable (as long as it’s not during rush hour).