Challenge

Challenge

Challenge

Challenge is one of the core gameplay activities that supports player progression and engagement in a live service environment. It guides players through goals by connecting gameplay activities with rewards, progression, and seasonal content.

Challenge is one of the core gameplay activities that supports player progression and engagement in a live service environment. It guides players through goals by connecting gameplay activities with rewards, progression, and seasonal content.

Company

EA

Company

EA

Company

EA

Year

2020-present

Year

2020-present

Year

2020-present

Role

UX Designer

Role

UX Designer

Role

UX Designer

Difficulties
Difficulties

To accommodate scalability and variable completion, 3 difficulties are provided. Player can complete part of goals. Difficulty widget can visualize num of completed / all goals

To accommodate scalability and variable completion, 3 difficulties are provided. Player can complete part of goals. Difficulty widget can visualize num of completed / all goals

Criteria Types
Criteria Types

-Analyzed the Game Design Document
-Organized all types of key goals as a foundation for wireframing all scenarios
-Set UX writing guideline

-Analyzed the Game Design Document
-Organized all types of key goals as a foundation for wireframing all scenarios
-Set UX writing guideline

Paper Prototype

Working with game designers and directors on paper prototype by looking for locations on the map, and playtesting them with criteria

Paper Prototype

Working with game designers and directors on paper prototype by looking for locations on the map, and playtesting them with criteria

Paper Prototype

Working with game designers and directors on paper prototype by looking for locations on the map, and playtesting them with criteria

Improve Spatial Clarity Through Iconography


Improve Spatial Clarity Through Iconography


During paper prototyping, we realized it was difficult for players to understand the geographical location referenced by the goal.



To improve clarity, we added a location icon to the target area, helping players quickly identify where they need to go.

During paper prototyping, we realized it was difficult for players to understand the geographical location referenced by the goal.



To improve clarity, we added a location icon to the target area, helping players quickly identify where they need to go.

Following a collaborative brainstorming session with game designers to define the core Solo and Coop experiences, I mapped out a detailed user flow to establish a clear foundation before moving into wireframing.

The flow is structured around three main phases:
Start Challenge, During Challenge, and End of Challenge.

Following a collaborative brainstorming session with game designers to define the core Solo and Coop experiences, I mapped out a detailed user flow to establish a clear foundation before moving into wireframing.

The flow is structured around three main phases:
Start Challenge, During Challenge, and End of Challenge.

Based on the user flow, I wireframed all scenarios including potential edge cases to ensure comprehensive coverage of the player experience.

Based on the user flow, I wireframed all scenarios including potential edge cases to ensure comprehensive coverage of the player experience.

Add Trick Helper
Add Trick Helper

There are tons of tricks and flick-it gestures for kickflip tricks. Players had trouble remembering trick inputs, so having a trick helper could support them in completing challenges more easily.

There are tons of tricks and flick-it gestures for kickflip tricks. Players had trouble remembering trick inputs, so having a trick helper could support them in completing challenges more easily.
Visualize progress on Meta Criteria
Visualize progress on Meta Criteria

Meta Criteria requires players to "Complete all criteria above".

Meta Criteria requires players to "Complete all criteria above".

Demo

Testimonials

Testimonials

“Here, we’re focusing on completing 
the challenge. So this, the Tricks Helper,
 is really good. Especially if you’re 
starting to learn about the game”

— Tester 1

“Here, we’re focusing on completing 
the challenge. So this, the Tricks Helper,
 is really good. Especially if you’re 
starting to learn about the game”

— Tester 1

“Here, we’re focusing on completing 
the challenge. So this, the Tricks Helper,
 is really good. Especially if you’re 
starting to learn about the game”

— Tester 1

“I was referencing it (Trick Helper) a lot more”

— Tester 2

“I was referencing it (Trick Helper) a lot more”

— Tester 2

“I was referencing it (Trick Helper) a lot more”

— Tester 2

“I think the Trick Helper helped a lot. In 
case I forgot for a second, how to do 
a specific thing, i could always look to 
the left and be like, okay, down up is 
this, down right is this”

— Tester 3

“I think the Trick Helper helped a lot. In 
case I forgot for a second, how to do 
a specific thing, i could always look to 
the left and be like, okay, down up is 
this, down right is this”

— Tester 3

“I think the Trick Helper helped a lot. In 
case I forgot for a second, how to do 
a specific thing, i could always look to 
the left and be like, okay, down up is 
this, down right is this”

— Tester 3

“What impresses me the most is this 
solution (Meta Criteria progression visualization). It uses a minimal UI and is 
also technically very simple to 
implement.”

— Game Designer

“What impresses me the most is this 
solution (Meta Criteria progression visualization). It uses a minimal UI and is 
also technically very simple to 
implement.”

— Game Designer

“What impresses me the most is this 
solution (Meta Criteria progression visualization). It uses a minimal UI and is 
also technically very simple to 
implement.”

— Game Designer

"Kristine is an amazing teammate, collaborator, and positive person to work with. She has been an excellent UX partner in prototyping both explore and now, wipeout challenges with, and has been a key part of the success and "fun" of the revamped explore challenges. Additionally, she is always ready to help out with an infectious positive attitude"

— Game Designer

"Kristine is an amazing teammate, collaborator, and positive person to work with. She has been an excellent UX partner in prototyping both explore and now, wipeout challenges with, and has been a key part of the success and "fun" of the revamped explore challenges. Additionally, she is always ready to help out with an infectious positive attitude"

— Game Designer

"Kristine is an amazing teammate, collaborator, and positive person to work with. She has been an excellent UX partner in prototyping both explore and now, wipeout challenges with, and has been a key part of the success and "fun" of the revamped explore challenges. Additionally, she is always ready to help out with an infectious positive attitude"

— Game Designer

"Kristine is absolutely killing it as we work to close out MVP. She's playing the build, checking all the content/systems against the UX standards and guidelines (which she helped us develop), and really chasing down a ton of threads and making sure no loose ends are falling through the cracks and that all the UX flows and elements and signs and feedback are coming together as designed and helping to improve ones that aren't hitting the mark. She's a great example of the importance of the UX role at this stage of gameplay and how they can be best used to get everything to the best quality it can be for the player."

— Game Design Lead

"Kristine is absolutely killing it as we work to close out MVP. She's playing the build, checking all the content/systems against the UX standards and guidelines (which she helped us develop), and really chasing down a ton of threads and making sure no loose ends are falling through the cracks and that all the UX flows and elements and signs and feedback are coming together as designed and helping to improve ones that aren't hitting the mark. She's a great example of the importance of the UX role at this stage of gameplay and how they can be best used to get everything to the best quality it can be for the player."

— Game Design Lead

"Kristine is absolutely killing it as we work to close out MVP. She's playing the build, checking all the content/systems against the UX standards and guidelines (which she helped us develop), and really chasing down a ton of threads and making sure no loose ends are falling through the cracks and that all the UX flows and elements and signs and feedback are coming together as designed and helping to improve ones that aren't hitting the mark. She's a great example of the importance of the UX role at this stage of gameplay and how they can be best used to get everything to the best quality it can be for the player."

— Game Design Lead