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Pacing Information Flow in AAA Games: From the Open Worlds of Horizon, to the Sandbox That is Battlefield V

Ahmed Salama

UX Director at Ubisoft Stockholm

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Gameplay pacing is critical in deciding which information to present to the player at any given time during their gameplay session. In this talk you will take home tools, that can help you and your team, pace the flow of information that is presented to your players. This talk will also cover how these tools were used to improve the HUD and in-game UI for the critically acclaimed Horizon Zero Dawn and to craft Battlefield V’s onboarding experience.

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