The UX Summit debuted at GDC this year and Anouk Ben-Tchavtchavadze and myself had the extreme honor and pleasure to serve as advisors for this inaugural year. The intent of the summit was to cover all facets of the user experience discipline within the video game industry. As you might know, UX aims to ensure that the design and business intent of your game is the one ultimately experienced by your target audience and does so by using knowledge from cognitive science and psychology, and by applying the scientific method (user research). It was a very exciting day for all UX practitioners and evangelists across our industry!
This is the last part of my GDC trilogy about the gamer’s brain (how cool is that!). A warm thanks to all of you who liked my previous talks, gave me constructive feedback, and supported me! 🙂
This post is a transcript of my talk with the slides. You can find transcripts of the first two parts of my Gamer’s Brain talks here and here. If you’re interested, you can also check my book. Thank you!
These are the slides from my GDC 2016 presentation. This session is meant as a follow-up to my GDC 2015 talk about How Neuroscience and UX Can Impact Design (hence, “part 2”). Since it seemed to generate interest, I wanted to do a deeper dive on one of the critical aspects of a game’s user experience: the UX of onboarding and player engagement. You can watch the video of this presentation here.
These are the slides from the my GDC 2016 presentation with Heather Chandler, Senior Producer on Fortnite (Epic Games). Therefore, this presentation is about both UX’ (Celia) and Prod’s (Heather) perspectives. You can watch the video of this presentation here. Also, if you’re interested in UX, go check our Game UX Summit happening on May 12th 2016 (we have an amazing lineup! :)).
GDC 2015 talk – The Gamer’s Brain
I’m sharing here my slides from my GDC 2015 presentation. Since I didn’t find any good slide sharing plugin (speaking of bad UX…) I just added all the slides in jpeg and put my speaker notes below. 😉
GDC Europe 2014 / MIGS 2014 talk
I’m sharing here my slides from my GDC Europe 2014 presentation, which I also gave at MIGS 2014 (How we are using UX Practices on Fortnite). Since I didn’t find any good slide sharing plugin (speaking of bad UX…) I just added all the slides in jpeg and put my speaker notes below. 😉
The content of this presentation is a mix of academic theories, Ubisoft Design Academy training about usability, and my own experience interacting with game teams. The following is certainly not set in stone – it’s a constant work in progress – and I’d be very interested to get your feedback.