Onboarding and first-time experience
Teach through play, with guidance timed to the moment it helps.
- First-session flows, planned moment by moment
- Tutorials that scale from a single prompt to a full lesson
- Contextual hints that step in after repeated failure
Seen in Mafia: The Old Country, Destroy All Humans! 2
Player journeys and progression
Give new, returning and mid-game players a reason to stay.
- Connected flows from the first boot through endgame
- Progression, modes and rewards that make each return worthwhile
- DLC and live content that fit naturally into an existing game
Seen in Man of Honor DLC, Football Strike, Fishing Masters
Accessibility and sensory feedback
Make essential information easier to see, hear and feel.
- Options for subtitles, controls, aim assist and difficulty
- Haptics and audio cues that confirm, warn and guide
- Readable HUDs that support play without breaking immersion
Seen in Mafia: The Old Country, Destroy All Humans!
Platform-aware design
Fit the experience to the device, not the other way around.
- Controls built for controller, mouse and touch
- Interfaces that work on a living-room TV and a phone in hand
- Bringing deep PC systems to mobile without losing their character
Seen in EVE Echoes, Destroy All Humans!, Rise to War
Narrative, writing and world
Make story part of how every system feels.
- Dialogue and direction for writers, worlds and characters
- Tutorials, hints and menus in the game's own voice
- Levels, mechanics and interfaces that carry the story
Seen in Hatchyverse, Magical District, Fishing Masters, Mafia: The Old Country
UX direction for teams
Give the team shared principles that hold up as the game grows.
- UX reviews of a live build or vertical slice
- Flexible frameworks that make room for new features
- Closer collaboration across design, UI art, engineering and vendors
Seen in TopSpin 2K25, WWE Champions, Mafia: The Old Country