The three main principles of card design are visibility, hierarchy, and brevity. These principles are not strict rules, but rather useful concepts to keep in mind when designing cards for board games. While some successful card games may break these principles, newer games have the advantage of learning from their mistakes. What are some examples of card games that break these design principles, and how does it impact the gameplay experience? How can designers balance breaking these principles with maintaining the game’s identity and appeal to a more sophisticated audience?
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Three Principles of Card Design: Visibility, Hierarchy, Brevity
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