Black Rock Studio PURE-The need for mass market audience, Jason Avent
Upcoming SlideShare
Loading in...5
×
 

Black Rock Studio PURE-The need for mass market audience, Jason Avent

on

  • 1,941 views

 

Statistics

Views

Total Views
1,941
Views on SlideShare
1,933
Embed Views
8

Actions

Likes
0
Downloads
2
Comments
0

3 Embeds 8

http://www.use8.net 5
http://www.slideshare.net 2
http://www.slideee.com 1

Accessibility

Upload Details

Uploaded via as Microsoft PowerPoint

Usage Rights

© All Rights Reserved

Report content

Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
  • Full Name Full Name Comment goes here.
    Are you sure you want to
    Your message goes here
    Processing…
Post Comment
Edit your comment

Black Rock Studio PURE-The need for mass market audience, Jason Avent Black Rock Studio PURE-The need for mass market audience, Jason Avent Presentation Transcript

  • Event Title: “Exploring the UX Dimensions of GameDesign” Date: 29th of August 2008 Speaker: Jason avent Company: BlackRock Studio Topic: “PURE and the demands of a mass-market audience” www.use8.net www.twitter.com/use8 *The contents of this slideshow was presented at a Use8 event and reflects the views of the presenting parties ..
  • Event Description The Games industry has created a whole series of challenges for games developers and designers. Games narratives, structures and controls have got to a level of complexity that offers new ground for inventing and developing different methods of interacting with games. To be successful, in such a crowded and competitive industry, games developers must consider the context of experience. Unlike traditional software, where more traditional performance metrics can be applied, measuring experiential dimensions such as 'fun' and 'playability' becomes a daunting task. Games are a tremendously varied set of applications, defying a one-size-fits-all approach. Even a broad and relevant concept such as flow falls short of capturing all classes of game experience. 'Play' will go beyond simple usability issues exploring different dimensions of User Experience that make games enjoyable. *The contents of this slideshow was presented at a Use8 event and reflects the views of the presenting parties ..
  • Black Rock Studio Jason Avent – Game Director
  • History
    • 9 years
    • 20 games
    • Independent until 2006
    • Now Disney Owned
    • No usability outside of team pre 2006
    • Some contact with MS usability
    • Limited Market Research – often confused with usability.
  • Pure Intro Video
  • Why Now?
    • Stability and funding
    • Focus
    • Time
    • Quality over short term profit
  • Product Lifecycle
    • Prototype – April 07
    • First Playable – June 07
    • Pre-production – Sep 07
    • Vertical Slice – Nov 07
    • Production phase
    • Pre-Alpha - January
    • Alpha - March
    • Beta - June
  • What do we test?
    • Blind Testing
      • Free flow
      • Narrow specific
      • Broad specific
    • Group Testing
      • Difficulty Curve
      • Is it fun?
      • Volume of data/consensus
      • Shared experience
  • How do we test?
    • Space
    • Recruitment
    • Setting the scene and shut up
  •  
  •  
  • How do we test
    • Data Logging
    • (Restarts, Lap times, best result)
    • Think out loud
    • Pause for questions
    • Supervision
    • Focus-group style discussion
  • Benefits
    • Usability Blockers
    • Helps to win arguments (or lose when you’re supposed to!)
    • Qualification
    • Intelligent helper system
    • Learning Curve
  • What about the future?
    • More scientific
    • Start Earlier
    • Better setup
    • Get help
  • Thank you! For more information about Use8 events please visit: www.use8.net Or follow us on Twitter: www.twitter.com/use8 *The contents of this slideshow was presented at a Use8 event and reflects the views of the presenting parties ..