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Electronic Arts UX Designs

THE  LORD  OF  THE  RINGS:  BATTLE  FOR  MIDDLE-EARTH  II

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Developed and Published by:  Electronic Arts, March 2006
Platforms:    PC, XBox 360,
Languages:    English, French, Italian, German, Spanish
Tools Used:  Microsoft Visio, Proprietary Engine Tech, Flash

Services Provided:   UI  Design,  Level  Design
UX OBJECTIVES
Originally meant as an expansion pack to the original Battle for Middle-Earth (BFME), this project's goal was a superficial UI facelift.  However, once EA green-lit the title  as a full-blown sequel, the team added new features and addressed usability issues with the pre-existing UI.   The executives also tasked the team to  keep the UI functional and demonstrable at all times throughout development.
UX PERSONA & METHODOLOGY
Our end-user was a "hardcore",  "power-user" PC strategy gamer.   An existing, vocal user community disliked the original BFME's  streamlined approach to cater towards a casual, mainstream audience that enjoyed the popular film trilogy.  An in-house Community Manager communicated end-user needs and feature requests, and coordinated in-person community events and off-site, lab-based focus testing.
UX BUY-IN = QUALITY
This project is a great example of how focusing on user experience and community results in higher quality, as it has  the best Metacritic rating  in this portfolio.  Many of the project leads had deep experience in UX/UI design and bought into its importance.  While this meant there   were a lot of "cooks" involved, it   wasn't tough to  get resources and participation.  

"WAR  OF  THE  RING"  METAGAME  VIDEO

A major feature for BFME 2 was the new "War of the Ring" mode.  This was  a "metagame" of territorial conquest, similar to the classic boardgame, RISK.  The team prototyped this mode as a physical board game before development began.  Click the video below (originally included on the Collector's Edition Bonus DVD) to learn more about how the "War of the Ring" works as well as some of the  "behind the scenes" details on how the team prototyped it and to see the end result.
WAR OF  THE RING VIDEO & CREDITS
PRODUCER:   Amer Ajami
LEAD DESIGNER:  Jason Bender
ADDITIONAL DESIGN:  Jeremy War
UI DESIGN:  Ed Moore
ART DIRECTION:  Matt Britton
FLASH ART & ACTIONSCRIPTING:  Ben Liska
ADDITIONAL UI ART:  Insun Kang, Cassia Dominguez
UI PROGRAMMING:  Scott Bowen, David Richey



BFME 1   VS  BFME  2  UX   DESIGN COMPARISON

While wireframes and mockups are not available for BFME2 (and official online servers for BFME2 are sadly inactive, prohibiting access to certain parts of the UI), to shed some light onto the process and UX-centric thinking behind certain features, here's a comparison of various,  equivalent UI screens from BFME2 (green) and it's prequel, BFME1 (red).
GRAPHICS OPTIONS
In the original BFME, the Options screen provided only one generic "Detail" setting, with no user feedback on what that really meant.   For the sequel, the team expanded the granularity of options and added a "Custom Settings" button and sub-screen.,  This retained the function of the overall Detail setting, but with a larger and more appealing  widget.  This streamlined  a lot of the busy work of adjusting video settings, while still allowing users to tweak options to suit their preferences, along with  improving feedback on what the overall setting really meant.   

POST-GAME SCORING
Another significant UX improvement was a post-game scoring screen.  In the original BFME, this was just a table of numbers representing overall stats during a match.  The team expanded this significantly in BFME2, representing this data as a time-line based  graph with several tabs to filter data.  This increased the granularity of feedback, and expanded the users' understanding of how their actions and choices fared against both human and AI opponents.   This design was reused in subsequent EA real-time strategy games, such as COMMAND & CONQUER 3  and RED ALERT 3.
SKIRMISH SETUP
"Skirmish" mode is separate from the story-driven "Campaign" or "War of the Ring" modes and allows players to set up matches against AI opponents.  In the original BFME, some critical player profile functions, such as "New/Delete Profile",  were mis-organized under a "Change Player Profile" dropdown, and there was a lot of data crammed into a "Skirmish Profile" panel.   Additionally, community members also wanted a greater degree of setting customization for matches.   BFME2 addressed these screen "real-estate" issues by adding a "Rules"   tab and organizing Profile functions under a pop-up menu button and sub-screen
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LEGENDS

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Developed by:  Pandemic Studios
Platforms:    XBox 360
Languages:    English
Tools Used:  Microsoft Visio, Proprietary Engine Tech

Services Provided:   UI  Design, Level  Design
LEGENDS UI MOCKUPS
These are UI Mockups from an unpublished sci-fi video game project I worked on at Pandemic Studios in Los Angeles in the 2006-2008 period  (Electronic Arts purchased Pandemic in January of 2008).  The "Legends" project was intended to merge some of the conventions of "massively multiplayer online" games (MMO's) with third person, console-style shooter gameplay. 


The mockups depict a variety of fast travel and quest information screens, and they were created in Visio using a combination of vector art, screenshots, and concept art. 

MEDAL  OF  HONOR: PACIFIC  ASSAULT

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Published by:   Electronic Arts, November 2004
Developed by:   Electronic Arts Los Angeles
Platforms:    PC
Tools and Tech:  Microsoft Word, Modified Quake 3 "Radiant" Engine
Languages:  English, Japanese, Russian
Services  Provided:
  • UI Design
  • Usability Research
  • Lead Multiplayer Design
UX DESIGN  NOTES
MEDAL OF HONOR- PACIFIC ASSAULT (or MOHPA) was my first project as a UX designer, more than decade ago, before people widely used the term "UX" within the video game industry.  Most of the wireframes were done using Microsoft Word.

This gallery depicts the wireframe and final screen shots for player class and equipment selection during Multiplayer matches.  Historical research was always a major component of working on any MEDAL OF HONOR title, so for Axis (Japanese) terminology, such as weapon names or other proper nouns, we had to check with our team of historical consultants to make sure all the details were accurate and provided an authentic feeling.  


UX PERSONA & METHODOLOGY
Our target user  was a hardcore PC FPS player, who participated in fansites, played on specialty servers, or used "mods", which were various forms of user-generated content (aka UGC).  This oftentimes included things like custom levels, tweaked weapons, or gameplay modes. 

UX outreach methods  included a private online forum where influential MEDAL OF HONOR community members could  give feedback  on feature requests, improvements, and requirements to   the developers, and  on-site Community Days  where  EA would fly in   the fan community  to play the game and meet the team.  Supporting UGC, the needs of site admins, and other community-centric features requests was important to help drive awareness and early adoption. 
STREAMLINING MULTIPLAYER 
MATCHMAKING
While  MOHPA  supported traditional method for finding and creating online gameplay sessions,  the product introduced a convenient "Instant Play" button that would immediately users to  a gameplay session, right on the Landing Page.  

Another new feature was a "Server Wizard" that would break up the sometimes overwhelming process of configuring a gameplay server into a series of step by step screens.  This was inspired by "Install Wizards" that were common for many PC and desktop applications  at the time.

NEXT: LEVEL DESIGN
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