
Goblin the Shopkeeper — switching to Arnold
Behind the Goblin: moving from Octane to Arnold, exploring materials and lighting, and finding a workflow for a new game character.
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Thoughts on game UX, visual design and the work behind the artwork.

Behind the Goblin: moving from Octane to Arnold, exploring materials and lighting, and finding a workflow for a new game character.
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The second part of my Lineage 2: Revolution analysis looks at shop offers, monetisation and their effect on the player experience.
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A closer look at Lineage 2: Revolution: interface clarity, cognitive load, progression and the habits a mobile MMORPG creates.
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The final part of my Clash Royale analysis explores how art and technical choices shape the player experience.
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Continuing my Clash Royale analysis with a focus on empathy, player needs and user-centred game design.
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The start of a three-part series on game UX, using Clash Royale to explore what makes an experience work for players.
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