design-experience

Scene MVP guidelines

January 6, 2018
design-experience

The purpose of this document is to help guide you through the process of building the first iterations of scenes in Decentraland. We’ll refer to these as a Minimum Viable Product (MVP). When creating the Minimum Viable Product (MVP) for your scene, you need to think about two areas of focus: The basic user experience and functionality of your project. The creation of a basic “pipeline”, or team workflow and content management system for building your experience and iteratively improving it. ...

Scene MVP Guidelines

January 6, 2018
design-experience

The purpose of this document is to help guide you through the process of building the first iterations of scenes in Decentraland. We’ll refer to these as a Minimum Viable Product (MVP). When creating the Minimum Viable Product (MVP) for your scene, you need to think about two areas of focus: The basic user experience and functionality of your project. The creation of a basic “pipeline”, or team workflow and content management system for building your experience and iteratively improving it. ...

UX and UI guide for creators

February 1, 2018
design-experience

It’s of vital importance to us that Decentraland content creators are free to make use of their creativity to its full extent. This is essential for Decentraland to become a rewarding place to explore. However, it’s also important to keep in mind that the scenes in Decentraland will be visited by a wide variety of users and we want to make the scenes accessible to all of them. Because of this, we can’t ignore the need to establish a unified design criteria, a guide that can guarantee that players will find themselves with a homogeneously intuitive and enjoyable experience, no matter what scene they’re on. ...

UX and UI guide for creators

February 1, 2018
design-experience

It’s of vital importance to us that Decentraland content creators are free to make use of their creativity to its full extent. This is essential for Decentraland to become a rewarding place to explore. However, it’s also important to keep in mind that the scenes in Decentraland will be visited by a wide variety of users and we want to make the scenes accessible to all of them. Because of this, we can’t ignore the need to establish a unified design criteria, a guide that can guarantee that players will find themselves with a homogeneously intuitive and enjoyable experience, no matter what scene they’re on. ...

Design constraints for games

January 8, 2018
design-experience

This document covers some key points to consider when designing a game for Decentraland. Considerations such as the adjacency of other scenes and the distributed ownership of the LAND make Decentraland a unique place that requires you to reconsider assumptions you may have from previous games. For instance, you must understand that, unlike in other game platforms, Decentraland games don’t exist in a vacuum. You don’t have control over what’s in adjacent scenes, and you don’t have control over certain details like the player’s avatars or items they could bring in from other games. ...

Design constraints for games

January 8, 2018
design-experience

This document covers some key points to consider when designing a game for Decentraland. Considerations such as the adjacency of other scenes and the distributed ownership of the LAND make Decentraland a unique place that requires you to reconsider assumptions you may have from previous games. For instance, you must understand that, unlike in other game platforms, Decentraland games don’t exist in a vacuum. You don’t have control over what’s in adjacent scenes, and you don’t have control over certain details like the player’s avatars or items they could bring in from other games. ...