Cobots

Company

Subfrost Interactive

Role

UX Consultant

Timeline

Sep. 2021 - Jan. 2022

Responsibilities

Market Analysis & Research

UX Design

Game Engine

Unity Engine

Tech

Google Suites, Photoshop

Subfrost Interactive's Cobots is a puzzle game where you control several robots to solve challenging levels to reach your goals. My work with Subfrost Interactive was focused on market research and playtesting.

Cobots

Company

Subfrost Interactive

Role

UX Consultant

Timeline

Sep. 2021 - Jan. 2022

Responsibilities

Market Analysis & Research

UX Design

Game Engine

Unity Engine

Tech

Google Suites, Photoshop

Subfrost Interactive's Cobots is a puzzle game where you control several robots to solve challenging levels to reach your goals. My work with Subfrost Interactive was focused on market research and playtesting.

Cobots

Company

Subfrost Interactive

Role

UX Consultant

Timeline

Sep. 2021 - Jan. 2022

Responsibilities

Market Analysis & Research

UX Design

Game Engine

Unity Engine

Tech

Google Suites, Photoshop

Subfrost Interactive's Cobots is a puzzle game where you control several robots to solve challenging levels to reach your goals. My work with Subfrost Interactive was focused on market research and playtesting.

Highlights

Highlights

Highlights

Market Research

For the market research, I was in charge of keeping track of the price-points of puzzle games for a specific platform. Using Google Sheets, I kept track of what puzzle games were available in which price range, across several European countries.

Market Research

For the market research, I was in charge of keeping track of the price-points of puzzle games for a specific platform. Using Google Sheets, I kept track of what puzzle games were available in which price range, across several European countries.

Market Research

For the market research, I was in charge of keeping track of the price-points of puzzle games for a specific platform. Using Google Sheets, I kept track of what puzzle games were available in which price range, across several European countries.

Playtests and Feedback Sessions

As for the second task, I conducted playtest sessions for Cobots with my teammates. Two types of playtest sessions were done:

Observational Testing

  • Participants had 1 hour to play the game at the university's game user experience laboratory

  • Team observed participants' gameplay and reactions

Remote Testing

  • The game was shared with the participants via Steam

  • Participants had 2 weeks to play the game

  • Participants filled out a questionnaire after their playtest session

Playtests and Feedback Sessions

As for the second task, I conducted playtest sessions for Cobots with my teammates. Two types of playtest sessions were done:

Observational Testing

  • Participants had 1 hour to play the game at the university's game user experience laboratory

  • Team observed participants' gameplay and reactions

Remote Testing

  • The game was shared with the participants via Steam

  • Participants had 2 weeks to play the game

  • Participants filled out a questionnaire after their playtest session

Playtests and Feedback Sessions

As for the second task, I conducted playtest sessions for Cobots with my teammates. Two types of playtest sessions were done:

Observational Testing

  • Participants had 1 hour to play the game at the university's game user experience laboratory

  • Team observed participants' gameplay and reactions

Remote Testing

  • The game was shared with the participants via Steam

  • Participants had 2 weeks to play the game

  • Participants filled out a questionnaire after their playtest session

We compiled the findings we found about the market and the data we collected throughout the playtest sessions. Lastly, we shared all of our documentation with the developers.

We compiled the findings we found about the market and the data we collected throughout the playtest sessions. Lastly, we shared all of our documentation with the developers.

We compiled the findings we found about the market and the data we collected throughout the playtest sessions. Lastly, we shared all of our documentation with the developers.

HUD Redesign

HUD Redesign

HUD Redesign

The Problem

Throughout the playtest sessions, it was clear that the testers were having a hard time noticing the UI showing the timer and the robot count for the player to clear the level. A lot of the testers were running out of time before they got to complete the level. They all had the similar issue of not noticing how much time was left until the level was over.

Apart from that, there was also the issue of the players not realising that they had the option to change camera angles to look at the level from a different perspective. Most of the players realised that this button existed when they were asked to re-arrange the UI.

The Problem

Throughout the playtest sessions, it was clear that the testers were having a hard time noticing the UI showing the timer and the robot count for the player to clear the level. A lot of the testers were running out of time before they got to complete the level. They all had the similar issue of not noticing how much time was left until the level was over.

Apart from that, there was also the issue of the players not realising that they had the option to change camera angles to look at the level from a different perspective. Most of the players realised that this button existed when they were asked to re-arrange the UI.

The Problem

Throughout the playtest sessions, it was clear that the testers were having a hard time noticing the UI showing the timer and the robot count for the player to clear the level. A lot of the testers were running out of time before they got to complete the level. They all had the similar issue of not noticing how much time was left until the level was over.

Apart from that, there was also the issue of the players not realising that they had the option to change camera angles to look at the level from a different perspective. Most of the players realised that this button existed when they were asked to re-arrange the UI.

The Results

When rearranging the elements, all the participants agreed on placing the timer at the top middle of the screen, and apart from one, they grouped the active robot and chip indicators together. The placement for controls reference was the only element where the participants' answers did not match. Having more participants would give a more definitive answer on where the default placement for the controls would be.

The Results

When rearranging the elements, all the participants agreed on placing the timer at the top middle of the screen, and apart from one, they grouped the active robot and chip indicators together. The placement for controls reference was the only element where the participants' answers did not match. Having more participants would give a more definitive answer on where the default placement for the controls would be.

The Results

When rearranging the elements, all the participants agreed on placing the timer at the top middle of the screen, and apart from one, they grouped the active robot and chip indicators together. The placement for controls reference was the only element where the participants' answers did not match. Having more participants would give a more definitive answer on where the default placement for the controls would be.

The Solution: 9-Slicing HUD

As a solution, similar to the 9-slice scaling method, splitting the HUD into 9 different zones with 8 options (ignoring the middle-center) for UI elements to be placed can help the players customize their HUD with the way that they would prefer. A setting would pop-up a screen similar to the mockup shown below, and the players would have the ability to drag and drop the UI elements to the places that are available.

The Solution: 9-Slicing HUD

As a solution, similar to the 9-slice scaling method, splitting the HUD into 9 different zones with 8 options (ignoring the middle-center) for UI elements to be placed can help the players customize their HUD with the way that they would prefer. A setting would pop-up a screen similar to the mockup shown below, and the players would have the ability to drag and drop the UI elements to the places that are available.

The Solution: 9-Slicing HUD

As a solution, similar to the 9-slice scaling method, splitting the HUD into 9 different zones with 8 options (ignoring the middle-center) for UI elements to be placed can help the players customize their HUD with the way that they would prefer. A setting would pop-up a screen similar to the mockup shown below, and the players would have the ability to drag and drop the UI elements to the places that are available.

Additionally, adding an option to show or hide some elements could be a nice to have, especially if players have played the game for some time, the controls reference may be less important to always have on the screen.

Additionally, adding an option to show or hide some elements could be a nice to have, especially if players have played the game for some time, the controls reference may be less important to always have on the screen.

Additionally, adding an option to show or hide some elements could be a nice to have, especially if players have played the game for some time, the controls reference may be less important to always have on the screen.

Responsibilities

Responsibilities

Responsibilities

Market Analysis & Research

  • Analysed a specific platform's market to generalise price-points for puzzle games

  • Using Google Sheets categorised the data in:

    • Amount of puzzle games in a country

    • Price-points for each country

    • Currencies

  • Researched methods to advertise independent games for a certain platform

    • Compiled the findings in Google Docs documents

Market Analysis & Research

  • Analysed a specific platform's market to generalise price-points for puzzle games

  • Using Google Sheets categorised the data in:

    • Amount of puzzle games in a country

    • Price-points for each country

    • Currencies

  • Researched methods to advertise independent games for a certain platform

    • Compiled the findings in Google Docs documents

Market Analysis & Research

  • Analysed a specific platform's market to generalise price-points for puzzle games

  • Using Google Sheets categorised the data in:

    • Amount of puzzle games in a country

    • Price-points for each country

    • Currencies

  • Researched methods to advertise independent games for a certain platform

    • Compiled the findings in Google Docs documents

UX Design

  • Created digital prototypes to improve the UI of the game

  • Allowed playtest participants to move and scale the UI elements

  • Conducted playtest sessions at the University of Skövde Games User Experience Laboratory

    • Playtest Structure:

      1. Short explanation of how participants will play the game

      2. Observing the participants' gameplay and their reactions while they play the game for 1 hour

      3. Short interview with the participant to get feedback

      4. Allowed participants to modify the digital prototype

      5. Short questionnaire to record specific data

    • Playtest Data:

      • Structured the Google Sheets document to take notes of:

        • The name of the level

        • Attempts made for completing each level

        • Amount of items collected per level

        • Observation notes per level

        • Participants' feedback notes

      • Compiled the Google Form results of the participants into a Google Sheets file

      • Formulated the difficulty for each level to calculate the difficulty curve of the game

  • Conducted remote playtest sessions

    • Found participants with convenience sampling

    • Shared the game with the participants

    • After 2 weeks of playing Cobots in a normal pace, participants were asked to fill out an online questionnaire

UX Design

  • Created digital prototypes to improve the UI of the game

  • Allowed playtest participants to move and scale the UI elements

  • Conducted playtest sessions at the University of Skövde Games User Experience Laboratory

    • Playtest Structure:

      1. Short explanation of how participants will play the game

      2. Observing the participants' gameplay and their reactions while they play the game for 1 hour

      3. Short interview with the participant to get feedback

      4. Allowed participants to modify the digital prototype

      5. Short questionnaire to record specific data

    • Playtest Data:

      • Structured the Google Sheets document to take notes of:

        • The name of the level

        • Attempts made for completing each level

        • Amount of items collected per level

        • Observation notes per level

        • Participants' feedback notes

      • Compiled the Google Form results of the participants into a Google Sheets file

      • Formulated the difficulty for each level to calculate the difficulty curve of the game

  • Conducted remote playtest sessions

    • Found participants with convenience sampling

    • Shared the game with the participants

    • After 2 weeks of playing Cobots in a normal pace, participants were asked to fill out an online questionnaire

UX Design

  • Created digital prototypes to improve the UI of the game

  • Allowed playtest participants to move and scale the UI elements

  • Conducted playtest sessions at the University of Skövde Games User Experience Laboratory

    • Playtest Structure:

      1. Short explanation of how participants will play the game

      2. Observing the participants' gameplay and their reactions while they play the game for 1 hour

      3. Short interview with the participant to get feedback

      4. Allowed participants to modify the digital prototype

      5. Short questionnaire to record specific data

    • Playtest Data:

      • Structured the Google Sheets document to take notes of:

        • The name of the level

        • Attempts made for completing each level

        • Amount of items collected per level

        • Observation notes per level

        • Participants' feedback notes

      • Compiled the Google Form results of the participants into a Google Sheets file

      • Formulated the difficulty for each level to calculate the difficulty curve of the game

  • Conducted remote playtest sessions

    • Found participants with convenience sampling

    • Shared the game with the participants

    • After 2 weeks of playing Cobots in a normal pace, participants were asked to fill out an online questionnaire

Project Management

  • Contacted the developers at Subfrost Interactive and set up a communication pipeline

  • Arranged meetings to share our findings

    • Created summary feedback documents to go over in meetings

Project Management

  • Contacted the developers at Subfrost Interactive and set up a communication pipeline

  • Arranged meetings to share our findings

    • Created summary feedback documents to go over in meetings

Project Management

  • Contacted the developers at Subfrost Interactive and set up a communication pipeline

  • Arranged meetings to share our findings

    • Created summary feedback documents to go over in meetings

Selin Kaya

Selin Kaya

Selin Kaya