Meet Kristina Miles, Lead UX/UI Artist at Electric Square, a designer at heart, specialised within digital experiences, with over 10 years of experience. Kristina has always been passionate about design and the process that goes into building gameplay experiences that inspire and bring people together. With a comprehensive understanding of games and experience-centred design principles, Kristina brings much value to the Electric Square team on the range of activities from defining the overall creative direction to the execution of the UX design from wireframe concepts and prototypes to the implementation of concepts and design specifications and technical requirements.”
This session talks you through the First Time User Experience (FTUE) being a crucial part of almost any game made to increase user retention by minimising entry barriers and increasing the quality of experience and players’ enjoyment.
Have you ever found yourself willing to skip a game tutorial? That could be driven by either finding little value of the suggested control instructions or the opposite: finding it never-ending and getting stuck halfway through? That is a clear sign of poor first-time user experience.
Nowadays your game competes with millions of other games coming out on all possible platforms for players' attention regardless of which type of game it is, whether you are going to use cutscenes or gameplay tutorial, the fundamental idea is quite universal and can form the best practice but at the same time introduce common mistakes as well.
As a Lead UX Designer, Kristina has been involved in resolving numerous challenges while creating FTUE for each game that she’s worked on. Despite (but also thanks to) different gaming designs and settings, finding universal techniques for making a good first player’s experience helps to avoid major mistakes.
Taking this to success, she initially was looking for an inspiration reviewing more than a hundred other games, getting feedback from the players in live ops, carefully analysing, resulting in total UX decomposition.
Develop is an excellent way of catching up with people – there’s a really nice community feel here.
Mike Bithell Games
Develop is a very important place – it’s one of the few developer focussed conferences we have in Europe and that makes it very valuable.
Develop:Brighton’s a great conference. It’s got a spread of people from all parts of the games industry talking about such a wide range of topics.
Develop is the must-attend event for the games industry in the UK. It’s where we all come together and learn from each other. It’s the best way into the industry and it’s the best place to learn from your colleagues.
It’s really nice to see some of the younger people in our studio come to Develop, interact with other people in the dev community and make new contacts. I think it’s really important to learn from other people.
Building games is hard and it’s taxing physically, mentally and emotionally. So being around a community that understands that is great – there’s a comraderie here.
Develop is important – the networking is very important. And go to talks they’re inspiring and get your creative juices flowing, they can make you think and you’ll learn how other people do things.
We are so lucky to have Develop here in the UK. It’s a unique event where you can come and discover new things with people who care passionately about video games. It’s a sea full of new ideas.
I really like Develop, I really like the intimacy of it and I love the location.. there’s a good diversity of talks going on so there hasn’t been a time when there’s nothing I want to see.
A lot of the opportunities that come from being here are speaking to other developers who are doing exactly the same thing as you. And there are some good parties – it’s very much a pleasurable work experience!
There are many ways you can be part of Develop:Brighton - including taking a booth in the Expo or choosing one of the many sponsorship opporunities during the event or at the Star Awards.Contact us now!