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Slides can be found here: jlpotte.com/visualizing-... And the talk is recorded. It will go up on youtube on the Game UX Summit channel in the future.
Some discussion of the different game modes requiring different front ends. If the mode is different, the way to get there was split up, so it's clear where the player is (This makes me think of the COD launcher right away. In my experience it has been very confusing to have everything in one place)
One quick slide, by Coco Rath: Adjusting the mouse icon to be character-specific is a UX/UI choice, but a big narrative and immersion boon that makes you feel much more like you are the character itself. (Big agree. I love a good gauntlet mouse icon in any medieval fantasy game)
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Next the ever cool @atokma.bsky.social is talking about Object Oriented UX Design!