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Developing Better Games by Optimizing the User Experience
Price $3.95
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Description
Developing Better Games by Optimizing the User Experience
Jochen Peketz | Games Lab Manager, Blue Byte GmbH

Location: Congress Saal 1
Date: Monday, August 19
Time: 17:30-18:30
Tracks: Production, Design
Format: Session
Vault Recording: Video


What separates a game that sells well from a game that sells poorly? User Experience (UX)! Players will never fully experience your awesome story, the great game mechanics you designed or the magnificent graphics, if they are disgusted by an awful UX. This is even more important in the free-to-play market where competitors are always just one click away! The session will give an overview of several UX methods that can be used throughout the development of a game. All stages are covered - from prototyping phases to beta/live operations of online games. The techniques covered will include heuristics, paper prototyping, card sorting, user tests, eye tracking and diary studies.

Takeaway
UX is not only a buzzword, but has been proven for many years in several areas, from product design to website design to game development. Attendees will learn how to improve game play as well as UI by UX during all stages of the game development cycle. Do's and don'ts for the methods will be presented, and based on a large range of experience. Take your projects one step further and see how you can implement UX in all stages of development.

Intended Audience
Producers will learn which methods should be implemented at each stage to improve the quality of their products. Game designers will learn how UX helps to boost a player's experience and improve their entire game. UX designers will see what is possible thanks to tests, and learn from a leading publisher how UX is used.

Speaker
Jochen Peketz | Games Lab Manager, Blue Byte GmbH
Jochen was born in 1971 and was a brewer's apprentice at one point. He has worked in the game industry since 1999 and started as a level design scripter at Piranha Bytes. He scripted the AI for Gothic 1 and parts of Gothic 2. Jochen worked as an editor for the Console Games magazine publisher Bristein, now Live Emotion. He worked at Phenomic for the entire Spellforce Series.

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