Challenge
Challenge
Challenge

Challenge is one of the core gameplay activities. Challenges are distributed throughout the city. Players can discover and start a challenge in the open world, then complete the required tricks within the surrounding area. Challenges can be completed either solo or cooperatively.
As the UX Designer for Activities, I collaborated very closely with Game Designers, starting from early brainstorming through concept shaping and iteration. Together, we designed Activities as a system that supports players across different skill levels, balancing accessibility, challenge, and long-term engagement. This experience helped me build very strong cross-disciplinary partnerships and a deep understanding of how UX and Game Design influence each other.
Challenge is one of the core gameplay activities. Challenges are distributed throughout the city. Players can discover and start a challenge in the open world, then complete the required tricks within the surrounding area. Challenges can be completed either solo or cooperatively.
As the UX Designer for Activities, I collaborated very closely with Game Designers, starting from early brainstorming through concept shaping and iteration. Together, we designed Activities as a system that supports players across different skill levels, balancing accessibility, challenge, and long-term engagement. This experience helped me build very strong cross-disciplinary partnerships and a deep understanding of how UX and Game Design influence each other.
Company
EA
Company
EA
Year
2020-present
Year
2020-present
Role
UX Designer
Role
UX Designer






Event / Branded Challenge
UX Formula

Panel Mockup

In the World Mockup




AVG Time in Challenge
+80%
AVG Time in Challenge
+80%
AVG Challenge Completed
+60%
AVG Challenge Completed
+60%
Co-Op Challenge
+21ppts
Co-Op Challenge
+21ppts




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


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.


HUD Attention Hierarchy & UI Prioritization
This diagram visualizes player time- critical attention distribution across the HUD.
Areas are ranked from 1 (most critical / highest attention) to 9 (lowest attention) based on player focus during moment-to-moment gameplay.
Using this attention hierarchy, I prioritized and positioned Activity-related UI elements accordingly.
1 = Immediate
2–3 = contextual, moment-adjacent feedback
4–5 = peripheral awareness
6–9 = reference / passive

HUD UI Breakdown
Systematically categorized and documented Activity-related UI across all HUD sections to support alignment, review, and scalability.


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 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 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),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),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),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 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