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Dana Nightingale (Campaign Designer, Arkane Studios Lyon)
Location: Room 2006, West Hall
Date: Monday, March 21
Time: 10:50 am - 11:50 am
Pass Type: All Access Pass, Summits Pass, All Access Online Only Pass - Get your pass now!
Viewing Experience: In-Person/Virtual Livestream
Vault Recording: Video
Audience Level: Yes
Did you know that most of "DEATHLOOP"'s opening chapter didn't exist until the game was in alpha?
This is the story of how a ton of user research and careful attentiveness to user experience design were formative to the development of the first hours of "DEATHLOOP". Arkane Lyon's campaign designer - a developer who stands at the nexus between level design, narrative design, and UI design, who had to level up her UX design competency overnight - will walk you through this harrowing process, where dramatic changes to the game were equal parts overwhelming successes, and revelations of dreadful new issues.
User Experience design is not a straight line. Sometimes a smart fix to a big issue can reveal problems elsewhere, either because those problems were hidden by players being blocked, or caused directly by the tweak. Just as often, the obvious solution to a UX issue is the wrong one.
This talk will appeal to anyone who likes a good game development war story. Professionally, it could offer insights to teams who have access to a user research lab or outsourcers, a dedicated user experience design team, and have the agility to pivot even very late in development.