Kingdom Age

Feature design and impact on KPIs

The Epic Boss feature was one of the first features I worked on while on Kingdom Age. First, a little background. Kingdom Age itself is based on the Crime City engine and the gameplay was very similar. However, analysis of the game showed that the players behaved very differently from one game to another. Specifically, Kingdom Age players did not like to compete and play Player vs Player modes and enjoyed more single-player and storytelling. Because of this learning, the team and I decided to work on an Epic Boss feature. In a nutshell, the objective for the player is that there are a series of bosses that get progressively harder with more life and more damage dealt. The objectives that we set out to have are:

  • Time-Limited, non-PvP event
  • Monetization by raising Average Revenue per Daily Spender
  • Engagement for non-payers

The second point was addressed through the use of a global leaderboard. At the end of the event, players who are in the top receive the best prizes. The third point was addressed through the introduction of prize tiers. This gave non-payers their own set of motivation that is not tied to PvP.

The feature was highly successful and I was able to raise our ARPDAU numbers by 36%. 


NFL Shuffle

Card Design + Core Gameplay Design

I worked on one title, NFL Shuffle from pre-production all the way through its live operations state.  Although I've had a hand in many parts of the game, the most important ones are the card design and the overall gameplay.

Card design was something I had a lot of reference to - as a kid, I grew up playing Magic: The Gathering and was familiar with much of the information needed.  One of the biggest questions I had to answer was: "What kind of statistics do we want to portray on a card?"  On one end, traditional social mobile Japanese card games have simple "Attack" and "Defend" stats on their cards.  On the other end, fantasy football is a billion dollar industry with statistics on almost every minutiae.  The move towards three stat numbers is deliberate because we wanted the game to be accessible for a wide audience as opposed to a smaller, hardcore group of users.  Additionally, the three stats had to make sense for both offensive and defensive players - "Awareness" was a great stat for quarterbacks, but that does not translate as well for a linebacker or defensive linemen.  These three stats are used in determining the outcome of each play success.

Zombie Jombie was the initial template for the NFL Shuffle gameplay.  Players would determine what formation (Run, Short Pass, Long Pass) they would use during each game and the game would simulate with a final score.  Given some play through testing, I decided that that there was a need for the player to call the play themselves - this gives the user much more input (and thus engagement) on the final outcome of the game itself.  Success of each play was determined by risk vs reward.  For example, a run play would be less risky, but the payoff in yardage would also be less.  Although the artists and engineers were able to create a great deal of the game based on this design, we had to do another iteration.  Play testing showed us that winning or losing each match wasn't entirely clear to the user.  We decided to ultimately surface the cards much more prominently with an emphasis on the Overall stat.  Although this concept was simplified from a visual standpoint, the rock-paper-scissors element is stil preserved among the player positions.  In addition, the breakdown of the three stats (Strength, Speed, Skill) still allows for variability in the results.  In order to give the user some control and strategy in the game, the Swap and Shuffle features were added into the game to influence the success or failure of each play.

Our approach to the game design was focused on providing the users with a unique experience - the choices matter.  Although this may seem trivial, it is what makes it a unique experience especially for the NFL license.

 


Alien Family

Feature Design + Art Producer

Alien Family was the first project I was on when I started at GREE.  As a product manager, one of my tasks was to manage the art production pipeline.  I worked on creating a new storyline for the game, art styles and themes as well as new UI screens for the game.  The art theme process involves:

  1. Coming up with the initial art theme based on user data
  2. Create an art schedule timeline with the artists and outsourced animators and
  3. Provide the character and building data (strength, rarity, dimensions, etc.) for the engineers.

This was definitely a lot more work than I thought!  I definitely have newfound respect for producers in whatever it is they're trying to manage.  It was was a great experience nonetheless.

When not managing the art production, I had the opportunity to do some wireframing and feature design for the game.


Memories Map

Redefining Roles + Changing Perspectives

Memories Map was a project I worked on in my Transformative Design class at Stanford University's d.school.  The interest came out my background in bioengineering/health and a general curiosity in the pregnancy process.

In a nutshell, design thinking relies heavily on brainstorming and collaboration. This involves sessions of interviews to broaden our understanding of the situation, then brainstorming and narrowing down the core issue we would like to target. This process takes several iterations in a group setting - everyone's perspective from different backgrounds leads to unique observations and insights that allow us to ask the right questions and ultimately find a solution.

The project began with the group brainstorming potential health-related issues that everyone was interested in doing.  After narrowing the topic down to prenatal care, a group mate and I started needfinding.  The interviews we conducted together gave us valuable insight into the issues that people experienced during pregnancy.  We started focusing on the fathers in the process because it was such an underserved group and that were equally as important as the mothers.  In order for us to gain a deeper understanding of the issues they have, more interviews were conducted with the soon-to-be fathers.  We learned that they actually felt ostracized in the process and wanted to take up a role while their wife was pregnant.  It took us a bit of time to realize that a natural role for husbands is that of a recorder.  Memories Map is a result of 7 weeks of user insight that helped us come up with a truly unique product for fathers.


Shop Differently

Need Finding + Ideation

Shop Differently was a project sponsored by the VF Corporation, who are more commonly known for their 7 For All Mankind brand among many others.  The thesis of the project was to "Make jeans shopping more fun."  We interviewed various shopping personas, explored shop layouts like The Gap, and talked to sales assistances at retail stores to gain insight on how shoppers buy jeans.  The takeaways from this research were that most challenging part was to get people beyond brand loyalty to try on new pairs of jeans and surprisingly, shoppers found the process of trying on multiple jeans a huge burden.

After several iterations of ideas that ranged from an in-store redesign to a "hot or not" voting system, we came up with an idea of a "Magic Mirror" concept that of addresses the two problems.  The group and I were able to come up with a simple prototype that showed an image of a glove super imposed on a glove.  This demonstration gave us the confidence to to take it one step further as the video demonstrates.  The idea is to remove the painful process of trying on numerous pairs of jeans and apply inspirations of fun and childhood experimentation with the "Magic Mirror" concept.


Designated Driving

Design Thinking + Prototyping

In this project, we partnered with Anheuser-Busch InBev (AB-Inbev), one of the largest brewers in the world, to redefine the designated driving experience for the user. The biggest issue we saw was that designated drivers are oftentimes disinclined to maintain their role as the DD because they are left out from the group. At the same time, those friends who are drinking do not want to be judged for their actions. Finding that fine line is the "Badger."

The Badger system incorporates many of the user interviews that we have to create roles for the DD and his or her friends.  In doing so, this aims to overcome the alienation of being a DD but also reenforce the responsibility of being the designated driver as the true "life of the party" despite being a teetotaler.