Blog
Field notes
Two decades of shipping game UX — what worked, what didn't, and what players taught us along the way.
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Skills Redesign
Mythical Games had some specific UX tasks laid out over a short and “crunch-adjacent” timeline - and one of them involved building from scratch a new Skills experience that did not compromise sense of parity.
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Why Does UX Fail?
Check out Irena Pereira’s groundbreaking thought and talk on why UX fails on major game teams.
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Levelling Up UX at SciPlay - Goldfish Slots
There was an educational need to apply UX methods to help the Goldfish team understand their customer base a little better. Come find out how we made the approach a little more human!
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Levelling Up UX at SciPlay - Jackpot Party
Sciplay is known for developing and publishing both mobile and web-based social casino games. They simulate the experience of slot machines, poker, blackjack, bingo and more. Their largest title, Jackpot Party Social Casino became our primary team focus - come find out how we deep dived into their U
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Project Copernicus
The MMO that never would be, Project Copernicus, whose release title was to be "Kingdoms of Amalur", was to be a revolutionary event in gaming history. It ultimately got that honor but sadly for different reasons. It's well known that the words, "We're trying to keep the company solvent," from Rhode
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Designing a Fast Travel System
Every open world MMO needs fast travel. WoW has gryphons, Everquest had Druid Circles and Wizard Spires, and Copernicus had Mana Streamers. This is a fairly simple interface that sat on a far more complex user experience.
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Crafting Rapid Prototype
Near the final days of working on Copernicus, we were working very closely on designing and implementing Crafting. Design hadn’t finalized our crafting system yet, however our engineering team needed a faux interface that allowed them to fuse multiple items and display the result of the combination
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Inscription Interface
Inscription was an entirely new system - additional to the Talent System for customizing characters. It was one of the “Back of the Box” features of the expansion, and I took it upon myself to make it as unique and interesting as possible. The challenge I took on was to create an experience that was
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Evolution of a Battle Screen
As Chief Creative Officer at DuoFun, I drove creative direction on Chief Puzzle Officer — a Real Time Multiplayer Collectible Card Role Playing Game. Take a breath. Here's how we evolved its battle screen.
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