Category: User Experience

  • Before Players Do

    We had been working on the multiplayer match flow for months. The pieces were complex — menus, matchmaking, lobby states, loading sequences, onboarding moments — and getting them to work together technically was going to take significant time and even more effort from a lot of people. At some point we looked at what we…

  • Prove It

    I used to pester the user research team every time I heard a playtest was scheduled. Can you ask if they understood the narrative? Can you ask if they prefer the way this gun sounds or that one? I wanted feedback from people who weren’t on the project team badly enough that I made myself…