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Evaluating User Experience in Games: Concepts and Methods - Lirmm

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76 E. Brown<br />

5.2.3 How We Work Together<br />

Game development is a team affair. Team sizes range from four or five people to<br />

a hundred plus. Producers, creative directors, programmers, artists, <strong>and</strong> designers<br />

make up these teams.<br />

These roles are not always s<strong>in</strong>gularly def<strong>in</strong>ed; artists can work on concepts,<br />

characters, or environments. Programmers can work on platforms, audio, <strong>and</strong> user<br />

<strong>in</strong>terfaces. Designers are no different; there are technical designers who have cod<strong>in</strong>g<br />

ability, level designers who work with 3D model<strong>in</strong>g tools, <strong>and</strong> those focused on user<br />

<strong>in</strong>terface design. There are designers who focus on details <strong>and</strong> others who sculpt the<br />

broad scope of the project <strong>and</strong> its ambitions. Whatever the type of designer, it is<br />

their responsibility to th<strong>in</strong>k about experience. It is down to them to ensure all implementations<br />

have been considered from the user perspective. It’s up to them to def<strong>in</strong>e<br />

fun, throughout the project.<br />

It is important here to emphasize that it is not only designers who do this – everyone<br />

on the project is committed to creat<strong>in</strong>g the best experience possible. However,<br />

this exploration is go<strong>in</strong>g to focus on designers, because def<strong>in</strong><strong>in</strong>g the user experience<br />

is their core role <strong>and</strong> part of this role is evaluat<strong>in</strong>g whether the desired experience is<br />

be<strong>in</strong>g achieved.<br />

This is our start<strong>in</strong>g po<strong>in</strong>t, a brief outl<strong>in</strong>e of the <strong>in</strong>dustry, its l<strong>and</strong>scape, <strong>and</strong> the<br />

people who work <strong>in</strong> it. All of this affects experience from the beg<strong>in</strong>n<strong>in</strong>g before<br />

anyone has written a concept or drawn a sketch. From here, we can start to look at<br />

the detail <strong>and</strong> how products are evaluated at each stage <strong>in</strong> the development process.<br />

5.3 Development<br />

The dist<strong>in</strong>ct phases of development are concept, pre-production, production, <strong>and</strong><br />

launch. Throughout these processes, ideas, prototypes, <strong>and</strong> builds of the product are<br />

be<strong>in</strong>g generated <strong>and</strong> evaluated.<br />

This section looks at each stage of development <strong>and</strong> the methods, both formal<br />

<strong>and</strong> <strong>in</strong>formal, that are used by designers to evaluate their product. As important as<br />

it is to know what methods are used, it is just as essential to note what methods are<br />

not be<strong>in</strong>g used.<br />

5.3.1 Concept<br />

This is where it all starts. A team has just completed a project or is gett<strong>in</strong>g together<br />

for the first time, either way it is officially time to start generat<strong>in</strong>g ideas. Of course<br />

idea generation is happen<strong>in</strong>g throughout development, but for the purposes of this<br />

chapter we will look at it as a dist<strong>in</strong>ct phase.<br />

The key goal of this stage is to compose a pitch for the concept that will allow the<br />

team to ga<strong>in</strong> further resources <strong>and</strong> eventually see their game released. At this po<strong>in</strong>t,<br />

everyone is explor<strong>in</strong>g potential directions for the game. Artists are sketch<strong>in</strong>g out

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