Designing the User Experience of Game Development Tools

This book is the ultimate guide to improving the user experience of game development tools. It will guide you through the User‑Centered Design process — the gold standard in user experience design — and show you how watching users work, understanding their goals, designing efficient and learnable user interfaces, and refining them through targeted evaluation techniques is the key to building tools with a better user experience. This completely revised and expanded second edition includes nine new inserts with deep dives into many important topics, including:

  • How to design tools that people will say are intuitive
  • When to follow standards and when to innovate
  • AI and game development tools
  • What games can teach us about tools design
  • Why watching users work is essential to improving the user experience

It also features excerpts from interviews with game industry legends, offering their advice on tools development:

  • John Romero, co-founder of id Software and designer of DOOM and Quake
  • Tim Sweeney, CEO of Epic Games (Unreal Engine, Fortnite)

Designing the User Experience of Game Development Tools is ideal for anyone who makes, uses, or benefits from game development tools. It explains complex concepts in a clear, accessible way and shares proven techniques backed by real‑world examples and extensive references. Whether you’re building a quick script or a full-scale level editor, this book offers the guidance and strategies you need to create tools that empower people to make great video games.

To learn more about the author, visit www.davidlightbown.com.

1120315316
Designing the User Experience of Game Development Tools

This book is the ultimate guide to improving the user experience of game development tools. It will guide you through the User‑Centered Design process — the gold standard in user experience design — and show you how watching users work, understanding their goals, designing efficient and learnable user interfaces, and refining them through targeted evaluation techniques is the key to building tools with a better user experience. This completely revised and expanded second edition includes nine new inserts with deep dives into many important topics, including:

  • How to design tools that people will say are intuitive
  • When to follow standards and when to innovate
  • AI and game development tools
  • What games can teach us about tools design
  • Why watching users work is essential to improving the user experience

It also features excerpts from interviews with game industry legends, offering their advice on tools development:

  • John Romero, co-founder of id Software and designer of DOOM and Quake
  • Tim Sweeney, CEO of Epic Games (Unreal Engine, Fortnite)

Designing the User Experience of Game Development Tools is ideal for anyone who makes, uses, or benefits from game development tools. It explains complex concepts in a clear, accessible way and shares proven techniques backed by real‑world examples and extensive references. Whether you’re building a quick script or a full-scale level editor, this book offers the guidance and strategies you need to create tools that empower people to make great video games.

To learn more about the author, visit www.davidlightbown.com.

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Designing the User Experience of Game Development Tools

Designing the User Experience of Game Development Tools

by David Lightbown
Designing the User Experience of Game Development Tools

Designing the User Experience of Game Development Tools

by David Lightbown

Hardcover(2nd ed.)

$170.00 
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Overview

This book is the ultimate guide to improving the user experience of game development tools. It will guide you through the User‑Centered Design process — the gold standard in user experience design — and show you how watching users work, understanding their goals, designing efficient and learnable user interfaces, and refining them through targeted evaluation techniques is the key to building tools with a better user experience. This completely revised and expanded second edition includes nine new inserts with deep dives into many important topics, including:

  • How to design tools that people will say are intuitive
  • When to follow standards and when to innovate
  • AI and game development tools
  • What games can teach us about tools design
  • Why watching users work is essential to improving the user experience

It also features excerpts from interviews with game industry legends, offering their advice on tools development:

  • John Romero, co-founder of id Software and designer of DOOM and Quake
  • Tim Sweeney, CEO of Epic Games (Unreal Engine, Fortnite)

Designing the User Experience of Game Development Tools is ideal for anyone who makes, uses, or benefits from game development tools. It explains complex concepts in a clear, accessible way and shares proven techniques backed by real‑world examples and extensive references. Whether you’re building a quick script or a full-scale level editor, this book offers the guidance and strategies you need to create tools that empower people to make great video games.

To learn more about the author, visit www.davidlightbown.com.


Product Details

ISBN-13: 9781032982588
Publisher: CRC Press
Publication date: 12/24/2025
Edition description: 2nd ed.
Pages: 240
Product dimensions: 6.12(w) x 9.19(h) x (d)

About the Author

After spending most of his formative years in his parents’ basement trying to clone 8-bit console games on an Apple IIGS, David Lightbown got a job in the games industry. Since then, he has dedicated the majority of his career to working on content creation tools and pipelines.

In addition to contributing to a variety of games as a technical director, David has delivered presentations at the Game Developers Conference, Siggraph, CEDEC, FMX, and the Montreal International Game Summit in various cities within Canada, the United States, Japan, and across Europe.

He has also collaborated with Autodesk to create product reviews, training manuals, tutorial videos, and masterclasses. In 2010, he received the Autodesk Master Award for his contributions to the 3D community.

David currently holds the title of User Experience Director at Ubisoft Montreal.

Table of Contents

Chapter 1 ◾ Welcome to Designing the User Experience of Game Development Tools

Chapter 2 ◾ The User‑Centered Design Process

Chapter 3 ◾ What Does It Mean to Be “User‑Centered”?

Chapter 4 ◾ Analysis

Chapter 5 ◾ Design

Chapter 6 ◾ Evaluation

Chapter 7 ◾ Back to Analysis

Chapter 8 ◾ Real‑World User‑Centered Design

CONCLUSION

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