How does one make good game UI?
Any pitfalls to avoid and rules to follow?
Is this the right board to ask?
>>298683
i guess it depends of what type of game is it. if you're serious about it just follow a paid course on lynda or some other place that teaches ui/ux (assuming you know the basics of design/adobe's)
Dunno about the UI.
>>298684 is right tho, better take those courses, whilst searching for UX tutorials I found tons of dudes that give away some pdf's about their experience and knowledge. (A bit pretentious but hey, free knowledge.)
https://www.youtube.com/user/ExtraCreditz
Also might help, they talk about different things in videogame creation. Might help ya, or at least entertain ya.
>>298967
Extra Credits is horrible and has absolutely no idea what they're talking about when it comes to a lot of things, they're pretty terrible armchair analysts. I wouldn't suggest listening to anything they have to say when it comes to UI/UX.
Poke around on Neilsen Norman Group's site, they're basically the top resource for professional UX/UI stuff. In particular anything on Heuristics will help you get oriented.
The official GDC YouTube channel has some good stuff too, a lot of it is super esoteric development and business stuff but every once in a while I come across a talk that's more focused on design. There was an interesting one on the evolution of Hearthstone's UI, for example.
https://www.nngroup.com/articles/ten-usability-heuristics/
https://www.youtube.com/watch?v=axkPXCNjOh8
>>298683
Put in the bloody FOV slider!
>>299179
This