A Quote by Luis von Ahn

Game design is a funny thing. There are people out there who are really good at it, but it's not clear that they can teach it. It's a very intuitive process. It's an art. — © Luis von Ahn
Game design is a funny thing. There are people out there who are really good at it, but it's not clear that they can teach it. It's a very intuitive process. It's an art.
Human-centered design. Meeting people where they are and really taking their needs and feedback into account. When you let people participate in the design process, you find that they often have ingenious ideas about what would really help them. And it’s not a onetime thing; it’s an iterative process.
The good music companies do an amazing thing. They have people who can pick the person that's gonna be successful out of 5,000 candidates. And there's not enough information to do that - it's an intuitive process.
Art is an idea that has found its perfect visual expression. And design is the vehicle by which this expression is made possible. Art is a noun, and design is a noun and also a verb. Art is a product and design is a process. Design is the foundation of all the arts.
The last 10% of game design is really what separates the good games from the great games. It's what I call the clean-up phase of game design. Here's where you make sure all the elements look great. The game should look good, feel good, sound good, play good.
My skills weren't that I knew how to design a floppy disk, I knew how to design a printer interface, I knew how to design a modem interface; it was that, when the time came and I had to get one done, I would design my own, fresh, without knowing how other people do it. That was another thing that made me very good. All the best things that I did at Apple came from (a) not having money, and (b) not having done it before, ever. Every single thing that we came out with that was really great, I'd never once done that thing in my life.
I don't think immediate tragedy is a very good source of art. It can be, but too often it's raw and painful and un-dealt-with. Sometimes art can be a really good escape from the intolerable, and a good place to go when things are bad, but that doesn't mean you have to write directly about the bad thing; sometimes you need to let time pass, and allow the thing that hurts to get covered with layers, and then you take it out, like a pearl, and you make art out of it.
Good design is innovative 2. Good design makes a product useful 3. Good design is aesthetic 4. Good design makes a product understandable 5. Good design is unobtrusive 6. Good design is honest 7. Good design is long-lasting 8. Good design is thorough, down to the last detail 9. Good design is environmentally friendly 10. Good design is as little design as possible
I could make Halo. It’s not that I couldn’t design that game. It’s just that I choose not to. One thing about my game design is that I never try to look for what people want and then try to make that game design. I always try to create new experiences that are fun to play.
A design is intuitive when people just know what to do and they don’t have to go through any training to get there When a design is not intuitive, our attention moves away from what we’re trying to accomplish to how we can get the interface to accomplish what we want.
I was in college, and very disappointed. I majored in commercial art and interior design for three or four years. At that time, it seemed the thing I really wanted to do, production design, just wasn't available in the U.K., so I turned to music.
When I design the clothes, I have a very good team around me, showing me different pieces and cuts. I'm very involved in the process, I go to L.A. and get onto the design floor, and I help pick out the best pieces.
Rules of Play is an exhaustive, clear, cogent, and complete resource for understanding games and game design. Salen and Zimmerman describe an encyclopedia of game design issues, techniques, and attributes. In particular, they analyze the elements that can make a game experience richer, more interesting, more emotional, more meaningful, and, ultimately, more successful. It should be the first stop you make when learning about game design.
When I started, I wanted to be thought of as tortured and seductive, not funny, but humor tends to be a reflexive part of a person's sensibility. It's an almost impossible thing to teach anyone, which leads me to believe that it's intuitive.
I think taking design out of the studio and really having a relationship with the people that you're making it for really convinced me of how powerful a thing design is. It's not just an aesthetic decoration.
I'm UCB trained - I came up learning about game, which is a really big part of the Upright Citizens Brigade theater. They teach you about game, and game in a scene is what makes the scene funny. And oftentimes, it's the character - this is really improv dorky stuff.
Doing my art came out of something very solitary and something that I had no intention of showing anybody, and yet once people saw pieces in my house, it became really clear that there was a great demand for my art.
This site uses cookies to ensure you get the best experience. More info...
Got it!