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Building the Interface of 'The Elder Scrolls: Blades' in Landscape and Portrait
Much like responsive web design, building a clean, usable game interface for a good array of mobile devices, from small and wide phones to large and narrow tablet screens, is a challenge in flexibility and a dent on game budget. So who in their right mind would want to design, code, and test an interface twice over, in both landscape *and* portrait, only to offer players the freedom to rotate their device screens at will? Bethesda did it. But why? How? And was it worth the time and energy investment?
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