My Role
on this Project
UX Lead & Production / Feb 2016 - June 2017
UX Director / Feb 2016 - Feb 2019
Main Focus
User Experience Design
User Research
Production
Project Management
In Collaboration with
Other Stakeholders
Product Roadmap
Multivariate & Split Testing
Transformers: Forged to Fight
UX Design. Production. Project Management.Transformers started as a small team, and, while onboarding as the first director to help with the project during pre-pro, I took on many responsibilities: Project Management, Production, and support for the Executive Producer.
I worked closely with the EP to look over schedules from pre-pro to WW launch, providing multiple scheduling options for senior management and creating risk mitigation plans.
We created new processes and structures to support the team in JIRA and managed thousands of tickets throughout the dev cycle. The product had an ambitious plan and a tight deadline, and we needed close communication across multiple disciplines to successfully launch. I worked closely with other disciplines such as Game Design, Live Operations, Front End Engineering, Back End Engineering, and Quality Assurance teams to remove road blocks.
The process for UX design was similar to what we have developed and used in Marvel Contest of Champions.
When I started helping with the project, there were quite a few important questions and problems that needed to be answered — one being the questing experience. This questing experiece came with a mandate for an “over-the-shoulder” camera angle, which we wanted to take on as a challenge to create an immersive experience for users.
Slides from presentation given to Senior Leadershiop of the company regarding TF’s questing experience
We’ve explored many options to communicate critical infromation for users and assessed its impact on users’ strategy while playing our quests. All infomation, displayed or hidden, dramatically changes how users strategize their team composition and engage with quests. We anticipated some of the advantages and challenges of each option from both user and business perspectives, and we presented them to the stakeholders so they could make informed decision on the core startegy of the quest-play.
Rules and specs around Message of the Day module - details on how it can work with our back end tool for Live Ops
The other obstacle we wanted to tackle in the early phase was the idea of a “home” screen, where all stakeholders wanted the space to showcase what they believed to be most valuable to the game or to the users. Gathering all the information from the stakeholders, aligning on the product vision and the goal, and including them in small workshops separately such as card sorting for grouping of info and ranking exercises, guided all of us to focus on what users would need the most and how we could deliver that value to users on the first screen without sacrifising their experience.
I personally learned a lot through the cycle of the product, including the importance of team health and team culture — and how it gets shaped and affected by small decisions. I used these learnings to help develop our UX team further in the next year, 2017.
Sun Machine Games >
Kabam >
Marvel Contest of Champions >
TF: Forged to Fight
DDB >