Jam City: Champions Ascension Dudo Dice mini-game
Champions Ascension is a web3 game created by Jam City (now Plai) where players can pit their champion fighters in a combat arena game play.
Challenge
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User Research and Data Analytics
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Approach
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Personalized Surveys and Improved Sign up
Once players have sworn fealty to a house, what can they do? And what are the benefits? We needed a feature that felt like part of the story, and I wanted to incorporate the gorgeous map art in any way possible. I did not know of any other GoT game provided a three-dimensional interactive map of Westeros. While it seemed obvious now, it was difficult to work out how we could accomplish this without it being too complicated to understand. Inspired by the RISK board game, I pitched the idea of houses battling over regions of Westeros. To control a region, houses competed against each other by spinning on the featured slots game. At the end of the week, houses with the most points win the weekly prize.
Focus on Users New to Boxing
As part of the League system, the UX team worked on a chat system whereby they could chat with others, send gifts, and also start a rally. The design team, including product and UX, discussed if coins and rewards should be collected in one central location for gifts and rewards. Social interactions were important for each house, and, to drive engagement, the chat UI is also where players would need to collect gifts and coins. While this might break how we understand good UX, making gifts part of the social was used as an ‘icebreaker’ to start conversation and drive engagement to chat.
Reduce Cognitive Load with Recommended Workouts
As part of the League system, the UX team worked on a chat system whereby they could chat with others, send gifts, and also start a rally. The design team, including product and UX, discussed if coins and rewards should be collected in one central location for gifts and rewards. Social interactions were important for each house, and, to drive engagement, the chat UI is also where players would need to collect gifts and coins. While this might break how we understand good UX, making gifts part of the social was used as an ‘icebreaker’ to start conversation and drive engagement to chat.
As the UX lead, I was able to accomplish the design challenges with three tactics.
Rapid prototyping
Using Adobe XD and Invision, the UX team was able to test vertical slices of the game per design sprint. We were able to share with others quickly and get feedback from passionate GoT fans within our team. At earliest stages, the interactive prototype provided the executive team a holistic view of how the game would flow and set a solid foundation for us to move forward with each stakeholder meeting.
Data Analysis to Identify Pain Points
For this game, I had the pleasure to work with two UX Designers with different skillsets: one being a visual designer, and the other an interaction designer. Any features which required understanding of UI art and 3D animation were assigned to the visual designer. This included the 3D Westeros map and how Leagues would work. Features such as social and registration flows, which required a better sense of flows and UX were assigned to the interaction designer. They would own the UX of these features from start to finish, working with game designers, engineers, and artists to ensure their vision stayed intact.
Usability Testing with New Users
As a GoT fan, I felt that the player experience and the gorgeous art felt authentic. As an active member of a House, I feel connected to my house members and enjoy chatting and playing together. We set out to create a game that would attract the “GoT fan/slots non-rejector” audience. We accomplished that by creating a community whereby fans can join a House and play together in an immersive experience.