I have no buy-in and I must UX

A collection of practical ways of working (and behaving) that fit with game teams

I have no buy-in and I must UX

A collection of practical ways of working (and behaving) that fit with game teams

Why me?

UX designer 1x, UX researcher 3x

Most recently: 4 years on GTA VI

Why me?

  • 12 years on Console/PC at studios like Rockstar Games, Creative Assembly,Paradox Interactive, Crytek
  • 12 years of informal chats with people outside my regular sphere of influence

Who?

All involved in this loop πŸ”—

  • The new kids: UX designers/researchers πŸ‘₯
  • Designers, artists and programmers πŸ‘₯πŸ‘₯πŸ‘₯
  • Producers, head of studios πŸ‘₯

When it works βœ”

  • You: my ideas are given a chance, thrive 🌱
  • Your coworkers: I get it
  • Your employer: dev costs are kept in check πŸ’΅

When it does not ✘

  • You: ideas killed or backlogged, early πŸ₯€
  • Your coworkers: I don't get it
  • Your employer: costs keep going up πŸ”₯πŸ“ˆ

They can be heard saying...

    When it works βœ”
  • πŸ‘
    When it does not ✘
  • β€œResearch if often skipped here”
  • β€œI only got 2 days to design this”
  • β€œThey don't get it and won't listen”
tbd
We have a ux team - day1

You (in general)

  • Boundless optimism
  • First time in games
  • Empathetic
  • Will help, in a to-be-defined way

Your new coworkers (in general)

  • Lives with trade-offs, constraints
  • Was there to ship the previous game
  • Systemic-thinker
  • Measurable output

The heads of studio (always)

Source: Matthew Ball - State of Video Gaming in 2025

We have a UX team - Year1

You

You

Your coworkers

We have a UX Team - Year1: all good βœ…

We have a UX team - Year2

oh shit, we're blocked

Blocked where?

panic

Let's push it to the next milestone

Diagram: Reinforcing feedback loop πŸ”—

[Now, the interactive part of this talk]

[Audience gets 30 seconds to pick]

Path #1 Path #2
"ok, I'll do competitor analyses and put them up on confluence" "ok, I'll learn how to change text string in the build"

I recommend path #2

Path #1 Path #2 ⭐πŸ₯‡
"ok, I'll do competitor analyses and put them up on confluence" "ok, I'll learn how to change text string in the build"
You Coworkers
Boundless optimism panicking Lives with trade-offs, constraints
First time in games panicking Was there to ship the previous game
Empathetic panicking Systemic-thinker
Will help, in a to-be-defined way panicking Measurable output

You: something big/new

Design: project-wide evaluation

"let's take a step back", "holistic approach"

Research: big playtest

"product strategy", "holistic experience"

Data: segmentation

"player habits have changed", "market trends"

Diagram: Going big vs being thereπŸ”—

You Coworkers
Boundless optimism panicking Difficult trade-off ❌
First time in games panicking From concept to code = ❓
Empathetic panicking Autonomous ❌
Will help, in a to-be-defined way panicking Measurable ❌
Why wasn't I invited?

"it feels like we're an external agency inside a studio"

Now, the good news
It can be fixed, at any time

What's actually expected

I am blocked Some paths are blocked

The implicit signals you send

Path #1 Path #2 πŸ₯‡
"ok, we'll do competitor analyses and put them up on confluence" "ok, I'm going to learn how to change a single line of text in the build"

Curious βœ”οΈ

Self-reliant βœ”οΈ

Will show up βœ”οΈ

And when you do: virtuous cycle πŸ”—

"But wait, I can't code"

"But wait, I can't code"I can edit text

  1. ❢ Find editable files in your game folder (.log, .csv)
  2. ❷ Ask for a mentor, outside of your circle of influence (20mins/week)
  3. ❸ Ask them about their job and about these files

Real-life examples

Iterating when all resources are taken

No bandwidth for telemetry? Try log-parsing

.log files + GREP + Google sheets

Work: bite-sized βœ… You: curious, self-reliant, available βœ…

No bandwidth for tutorialization? Try editing loading tips

.csv files + notepad

Work: bite-sized, visible in our feeds βœ…

You: curious, self-reliant, available βœ…

Improving things, without UI resources

moving light sources to help players progress through a tutorial

Work: bite-sized, visible in our feeds βœ…

You: curious, self-reliant, available βœ…

Meeting expectations in a low-tech way

Tabletop Simulator (20$ on Steam)

Work: bite-sized, visible in our feeds βœ…

You: self-reliant, available βœ…

Meeting expectations in a high-tech way

Javascript (Three.js πŸ”—)

Work: bite-sized βœ…

You: curious, self-reliant, available βœ…

You and you coworkers

Bonus section: Meeting high expectations

For the successful kids

Meeting high expectations

β€œMy last game director was the kind of person who needed to fiddle with things in game, and if it wasn't in game, no approval of wireframes, mockups, or prototypes was binding. [...] because so much gets lost in translation from static mockups. ”

Meeting high expectations

β€œMy last game director was the kind of person who needed to fiddle with things in game, and if it wasn't in game, no approval of wireframes, mockups, or prototypes was binding. [...] because so much gets lost in translation from static mockups. ”

Meeting high expectations

interactive overlays πŸ”—

Summary: what we learned πŸ”—