SUMMARY

SUMMARY

SUMMARY

SCOPE

SCOPE

SCOPE

Designed the AI Playlist as a “safe practice ladder”: match structure, difficulty tiers, and progression intent.

Designed the AI Playlist as a “safe practice ladder”: match structure, difficulty tiers, and progression intent.

Designed the AI Playlist as a “safe practice ladder”: match structure, difficulty tiers, and progression intent.

PROBLEM

PROBLEM

PROBLEM

Lack of learning and players losing too many times made them feel bad and want to leave.

Lack of learning and players losing too many times made them feel bad and want to leave.

Lack of learning and players losing too many times made them feel bad and want to leave.

DESCRIPTION

DESCRIPTION

DESCRIPTION

Creating a playlist to accompany players in their player progression to practice at multiple levels and reducing the complexity of playing online by creating simulator matches with AI.

Creating a playlist to accompany players in their player progression to practice at multiple levels and reducing the complexity of playing online by creating simulator matches with AI.

Creating a playlist to accompany players in their player progression to practice at multiple levels and reducing the complexity of playing online by creating simulator matches with AI.

BACKGROUND

BACKGROUND

BACKGROUND

The competitive side is tough on new players, and there was no in between that and the Tutorials.

The competitive side is tough on new players, and there was no in between that and the Tutorials.

The competitive side is tough on new players, and there was no in between that and the Tutorials.

GOAL

GOAL

GOAL

Defined a bot difficulty model (human-like error / competence scaling).

Defined a bot difficulty model (human-like error / competence scaling).

Defined a bot difficulty model (human-like error / competence scaling).

SYSTEMS

SYSTEMS

SYSTEMS

UE tools, tuning tables, AI inaccuracy maps, settings tree, Figma/Miro for system mapping, Jira

UE tools, tuning tables, AI inaccuracy maps, settings tree, Figma/Miro for system mapping, Jira

UE tools, tuning tables, AI inaccuracy maps, settings tree, Figma/Miro for system mapping, Jira

OVERVIEW

OVERVIEW

OVERVIEW

Image of Feature Flow
Image of Feature Flow

KEY DESIGN DECISIONS

  • What “safe” means (reduced social pressure, controlled challenge, clear learning goal)

  • Difficulty scaling method (error rates, accuracy bands, recoil spread)

  • Team composition rules (bots as teammates vs humans; why it matters)

  • Matchmaking constraints and how they shaped design

KEY DESIGN DECISIONS

  • What “safe” means (reduced social pressure, controlled challenge, clear learning goal)

  • Difficulty scaling method (error rates, accuracy bands, recoil spread)

  • Team composition rules (bots as teammates vs humans; why it matters)

  • Matchmaking constraints and how they shaped design

KEY DESIGN DECISIONS

  • What “safe” means (reduced social pressure, controlled challenge, clear learning goal)

  • Difficulty scaling method (error rates, accuracy bands, recoil spread)

  • Team composition rules (bots as teammates vs humans; why it matters)

  • Matchmaking constraints and how they shaped design

INSIGHTS

INSIGHTS

INSIGHTS

Image of Playlist Modal
Image of Playlist Modal
Image of Playlist Modal

This was a first version of our AI Playlist, we gathered a lot of data. We saw it didn’t perform very well because of the long queues in matchmaking and the lack of bots as teammates.

However, this first step was key to our future update (coming soon), because now we understand players expectations of what defines an AI, thanks to UXR and Data, in terms of human error and machine accuracy.

What’s more we defined clear next steps on how to grow it into a playlist that can adapt to multiple types of player progressions and safer zones for our newcomers.

This was a first version of our AI Playlist, we gathered a lot of data. We saw it didn’t perform very well because of the long queues in matchmaking and the lack of bots as teammates.

However, this first step was key to our future update (coming soon), because now we understand players expectations of what defines an AI, thanks to UXR and Data, in terms of human error and machine accuracy.

What’s more we defined clear next steps on how to grow it into a playlist that can adapt to multiple types of player progressions and safer zones for our newcomers.

This was a first version of our AI Playlist, we gathered a lot of data. We saw it didn’t perform very well because of the long queues in matchmaking and the lack of bots as teammates.

However, this first step was key to our future update (coming soon), because now we understand players expectations of what defines an AI, thanks to UXR and Data, in terms of human error and machine accuracy.

What’s more we defined clear next steps on how to grow it into a playlist that can adapt to multiple types of player progressions and safer zones for our newcomers.