Welcome

Welcome to the Interaction Design Patterns for Games Library. With this collection we aim to provide game developers with proven solutions to frequent usability and accessibility problems in games.

What is a pattern?

A pattern tells a designer when, how and why the solution can be applied. more...

Recent patterns

skippable cutscenes
dynamic difficulty level
Dynamically adjusting the difficulty to the performance of the user may prevent frustration
skippable cutscenes
Nothing more annoying than having to see the same cutscene over and over again
Visual saves
A screen shot next to a save game makes it easier to identify a savegame