In May of 2014, I joined KIXEYE as a Games User Researcher, under the Consumer Insights team.
At KIXEYE, I design, moderate research studies on several titles across the many different titles in varying stages of production.
War Commander: Rogue Assault (or WC:RA) is a real-time strategy title developed for the iOS. WC:RA is a successor to KIXEYE's War Commander for the PC, and it differentiates itself from its competitors such as Clash of Clans by allowing players to build a base without having to wait or giving the player the ability to control individual units during battle.
Within the Consumer Insights team, I initiated and led my own research projects. By working closely with PMs, UX Designers and Game Designers, I identified friction points within the New User Experience or NUX of WC:RA.
The NUX or the tutorial of a game must do much more than teach users about the basic controls of a game. It must carefully introduce the gameplay mechanics, story, economy, all the while engaging the player and making it not seem like a linear "point and click" tutorial with monotonous tasks.
Multiplayer Online Battle Arena or more commonly known as a MOBA, has swept the gaming world up a storm. It is a competitive game by nature and the core gameplay mechanics may be difficult to comprehend for players new to the genre or perhaps gaming itself.
I supported the TOME's Game Design and User Experience teams by researching players to improve the New User Experience (NUX) as well as the many UI flows; particularly "Party Flow" and Registration.
While crucial concepts like resource management and itemization paths may seem like common knowledge to a seasoned veteran to the MOBA genre, it is important to keep in mind that everyone has to start somewhere. Everything from "What should I buy?" to "Where should I go", may seem like simple questions to answer but become increasingly more complex as players dive deeper into the advanced strategies for the game.
During the development of the NUX, I often delivered recommendations (presentation deck, stand-up meetings, specification guideline) to game designers and product managers in order to answer questions such as:
I can't speak to the details of this project
Check back for more details.