Designing SimCity BuildIt │Petri Ikonen

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Designing SimCity BuildIt Petri Ikonen Creative Director tracktwenty [email protected]

Transcript of Designing SimCity BuildIt │Petri Ikonen

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Designing SimCity BuildIt

Petri IkonenCreative Director

[email protected]

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About Me• Creative Director at tracktwenty

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• Game Designer since 2003• Previously worked on:• J2ME Games

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• PC Downloadable Casual Games • Touchscreen Premium Games

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• F2P Facebook Games

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About EA tracktwenty

• EA’s mobile game studio in Helsinki, Finland• Established in 2012• Fully focused on Mobile

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Outline1. Reimagining SimCity2. Mobile UI/UX Design3. Players first – Player-

centric design4. Design Culture &

Processes

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1. Let’s Reimagine SimCity for F2P and Mobile!

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Well, easier said than done!

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1. Reimagining SimCity

• PC -> Mobile– Big Screen -> Small Screen– Mouse / Keyboard -> Touchscreen– Long Sessions -> Short sessions– Premium -> F2P

• Hardcore -> Casual– Complexity -> Simplicity

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1. Reimagining SimCity

• Conflicts– We wanted to be true to the IP– We wanted to keep simulation

• Done, but was extremely difficult match with F2P

– We wanted to keep the depth and freedom of choices

• Finding the right balance was tough – who are our players?

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1. Reimagining SimCity

• A very difficult project from Design point of view• Lessons learned

– Understand the DNA of the IP, design from scratch– Be ready for multiple design pivots– Design for players and their motivations

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2. How about UI and UX?

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2. Mobile UI / UX Design

• How to fit all information on a small screen?

• How to build a city with touch controls?

• How to support mobile UX?

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•asdEarly design mock-up

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2. Mobile UI / UX• Design == UI• Simplify, simplify, simplify• Paper prototype first• Abandon conventions from old platforms• Touch Controls need countless iteration rounds• Embrace typical mobile usage patterns, e.g. short sessions, playing when commuting, small download size, etc.

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3. Let’s put Players First

• To whom to design? • Who are playing your game?

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3. Players First• Know your players

– Research– Serve your audience– Test early and often– Cross-check with metrics during soft launch

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4. Design Culture & Process• How do you

design and communicate?

• How do you engage the team with design?

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4. Design Culture & Process• Avoid lonely designer

– Engage and challenge the whole team• Motivation and ownership raises

– Iterate processes to maximize agility– Great team culture (may) save your project

• Trust• Transparency• “Never give up”• Brutally honest design culture

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Wrap Up!

1. SimCity BuildIt – reimaging city building on mobile2. Mobile UI/UX Design

• UI / UX == Design3. Player’s first – Player centric design

• Audience? What do they value?4. Design Culture & Processes

• Open, honest culture, include the whole team on Game Design

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Key Takeaway?

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Key Takeaway?

Importance of user testing1) Know your

players 2) Validate Design

with user testing

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Thank You!

[email protected]