SUMMARY

SUMMARY

SUMMARY

SCOPE

SCOPE

SCOPE

Designed an objective orchestration + guidance system for Tutorials that adapts to player knowledge.

Designed an objective orchestration + guidance system for Tutorials that adapts to player knowledge.

Designed an objective orchestration + guidance system for Tutorials that adapts to player knowledge.

PROBLEM

PROBLEM

PROBLEM

Guiding players through complex mechanics without front-loading too much information.

Main pain point was not overwhelming players with too much content at the beginning.

Main pain point was not overwhelming players with too much content at the beginning.

DESCRIPTION

DESCRIPTION

DESCRIPTION

A task-by-task teaching loop (explanation → existing knowledge → exploration) aligned with signifiers/feedback, plus adaptive comms display states and fail-state recovery.

A task-by-task teaching loop (explanation → existing knowledge → exploration) aligned with signifiers/feedback, plus adaptive comms display states and fail-state recovery.

A task-by-task teaching loop (explanation → existing knowledge → exploration) aligned with signifiers/feedback, plus adaptive comms display states and fail-state recovery.

BACKGROUND

BACKGROUND

BACKGROUND

We have a Tutorial, now what is the best way to spread knowledge for attention and perception to help learning?

We have a Tutorial, now what is the best way to spread knowledge for attention and perception to help learning?

We have a Tutorial, now what is the best way to spread knowledge for attention and perception to help learning?

GOAL

GOAL

GOAL

Make tutorials learnable and skippable: depth when needed, out of the way when not.

Make tutorials learnable and skippable: depth when needed, out of the way when not.

Make tutorials learnable and skippable: depth when needed, out of the way when not.

TOOLS

TOOLS

TOOLS

Neuroscience research, Miro, Ubisoft 3D Engine, Jira, Eye HeatMaps, Axure RP, Excel and Scientific literature on learning.

Neuroscience research, Miro, Ubisoft 3D Engine, Jira, Eye HeatMaps, Axure RP, Excel and Scientific literature on learning.

Neuroscience research, Miro, Ubisoft 3D Engine, Jira, Eye HeatMaps, Axure RP, Excel and Scientific literature on learning.

OVERVIEW

OVERVIEW

OVERVIEW

RELEVANT INFORMATION

RELEVANT INFORMATION

RELEVANT INFORMATION

It was a one by one challenge when completed players knew and moved one to the next one. They could always check the summary of compelted actionos to remind thesmelves what they had learnt.

Hints and feedback were tested to check it was enough with the Research Lab, we didn't want to overdue or lack of guidance.

Fail state behavior (“rebooting the flow”) as teachable recovery, not punishment to help players truly learn harder actions based on sounds.

It was a one by one challenge when completed players knew and moved one to the next one. They could always check the summary of compelted actionos to remind thesmelves what they had learnt.

Hints and feedback were tested to check it was enough with the Research Lab, we didn't want to overdue or lack of guidance.

Fail state behavior (“rebooting the flow”) as teachable recovery, not punishment to help players truly learn harder actions based on sounds.

Learn Loop tool
Mechanic Analysis
Biometric heat maps

RESEARCH TOOLS

RESEARCH TOOLS

RESEARCH TOOLS

Learn Loop tool · Mechanic Analysis · Biometric heat maps

Learn Loop tool · Mechanic Analysis · Biometric heat maps

Learn Loop tool
Mechanic Analysis
Biometric heat maps

WIREFRAME EVOLUTION

WIREFRAME EVOLUTION

WIREFRAME EVOLUTION

First wireframe low fidelity task system
First wireframe low fidelity task system
First wireframe low fidelity task system
Second wireframe low fidelity task system
Second wireframe low fidelity task system
Second wireframe low fidelity task system
Third wireframe low fidelity task system
Third wireframe low fidelity task system
Third wireframe low fidelity task system
First wireframe low fidelity task system
First wireframe low fidelity task system
First wireframe low fidelity task system
Final version in engine of Task system
Final version in engine of Task system
Final version in engine of Task system

TASK LOOP

TASK LOOP

TASK LOOP

1.EXPLANATION

1.EXPLANATION

1.EXPLANATION

  • TV.

  • Caster dialogues.

  • Objectives ongoing.

  • Introduction of Signifiers.

  • TV.

  • Caster dialogues.

  • Objectives ongoing.

  • Introduction of Signifiers.

  • TV.

  • Caster dialogues.

  • Objectives ongoing.

  • Introduction of Signifiers.

Task System picture
Completed dialogue animation
Fail objective dialogue animation

2.EXISTING KNOWLEDGE

2.EXISTING KNOWLEDGE

2.EXISTING KNOWLEDGE

  • Use knowledge taught in prior objectives and known games. It’s very difficult to assume what players know.

  • Use knowledge taught in prior objectives and known games. It’s very difficult to assume what players know.

  • Use knowledge taught in prior objectives and known games. It’s very difficult to assume what players know.

Image of benchmarks in Miro

3.EXPLORATION

3.EXPLORATION

3.EXPLORATION

  • Feedback: objective completed, dummy sound and vfx when shot, dummy disappearance when dead.

  • Signifiers disappear.

  • Game skeuomorphism.

  • Feedback: objective completed, dummy sound and vfx when shot, dummy disappearance when dead.

  • Signifiers disappear.

  • Game skeuomorphism.

  • Feedback: objective completed, dummy sound and vfx when shot, dummy disappearance when dead.

  • Signifiers disappear.

  • Game skeuomorphism.

Image of main signifiers and feedbacks of System. Pings, highlight on HUD, Animation loops, level design barriers and sound meter.

COMMS DISPLAY STATES

COMMS DISPLAY STATES

COMMS DISPLAY STATES

The communication display adapted its different states to multiple player uses so that it could tackle players who know more vs those who didn't know much, error prevention, and dynamism.

The communication display adapted its different states to multiple player uses so that it could tackle players who know more vs those who didn't know much, error prevention, and dynamism.

The communication display adapted its different states to multiple player uses so that it could tackle players who know more vs those who didn't know much, error prevention, and dynamism.

Openning State of Communications Display
Openning State of Communications Display
Openning State of Communications Display

Start State

Start State

Start State

Openning State of Communications Display.

Openning State of Communications Display.

Openning State of Communications Display.

Caster State when there are dialogues but no action gifs.
Caster State when there are dialogues but no action gifs.
Caster State when there are dialogues but no action gifs.

Caster State

Caster State

Caster State

Caster State when there are dialogues but no action gifs.

Caster State when there are dialogues but no action gifs.

Caster State when there are dialogues but no action gifs.

Action GIF video showing how to perform an action
Action GIF video showing how to perform an action
Action GIF video showing how to perform an action

Action GIF

Action GIF

Action GIF

Video showing how to perform an action.

Video showing how to perform an action.

Video showing how to perform an action.

Static images are to represent concepts casters are explainning which require visual support.
Static images are to represent concepts casters are explainning which require visual support.
Static images are to represent concepts casters are explainning which require visual support.

Static Image

Static Image

Static Image

Represent concepts casters are explainning which require visual support.

Represent concepts casters are explainning which require visual support.

Represent concepts casters are explainning which require visual support.

Dynamic Counter

Dynamic Counter

Dynamic Counter

When asked to complete and objective with multiple targets this counter appears.

When asked to complete and objective with multiple targets this counter appears.

When asked to complete and objective with multiple targets this counter appears.

When an action that must be completed is not, this state shows rebooting the flow for the player.
When an action that must be completed is not, this state shows rebooting the flow for the player.
When an action that must be completed is not, this state shows rebooting the flow for the player.

Fail State

Fail State

Fail State

When an action that must be completed is not, this state shows rebooting the flow for the player.

When an action that must be completed is not, this state shows rebooting the flow for the player.

When an action that must be completed is not, this state shows rebooting the flow for the player.

ACCESSIBILITY CHECKS

ACCESSIBILITY CHECKS

ACCESSIBILITY CHECKS

COLOR BLINDNESS FILTERS

COLOR BLINDNESS FILTERS

COLOR BLINDNESS FILTERS

Image showcasing the same frame with Gray Scale filter
Image showcasing the same frame with Gray Scale filter
Image showcasing the same frame with Gray Scale filter

Gray Scale

Gray Scale

Gray Scale

Image showcasing the same frame with Deuteranopia  filter
Image showcasing the same frame with Deuteranopia  filter
Image showcasing the same frame with Deuteranopia  filter

Deuteranopia

Deuteranopia

Deuteranopia

Image showcasing the same frame with Protanopia  filter
Image showcasing the same frame with Protanopia  filter
Image showcasing the same frame with Protanopia  filter

Protanopia

Protanopia

Protanopia

Image showcasing the same frame with Tritanopia  filter
Image showcasing the same frame with Tritanopia  filter
Image showcasing the same frame with Tritanopia  filter

Tritanopia

Tritanopia

Tritanopia

INSIGHTS

INSIGHTS

INSIGHTS

Image of player completing an objective in Tutorials
Image of player completing an objective in Tutorials
Image of player completing an objective in Tutorials

We avoided creating new signs and feedback to reuse the ones in game to avoid players getting used to a different language, which created some issues as some pings and level design elements were not clear enough some times.

From our continuous tests we saw how the comms display states adapted very well to each player's level of knowledge as only players who needed more stopped to watch additional media. It also provided great feedback on what was done correctly or what needed to be repeated. Moreover, it was a great tool to teach conceptual knowledge and key motor skills related inputs. 

We avoided creating new signs and feedback to reuse the ones in game to avoid players getting used to a different language, which created some issues as some pings and level design elements were not clear enough some times.

From our continuous tests we saw how the comms display states adapted very well to each player's level of knowledge as only players who needed more stopped to watch additional media. It also provided great feedback on what was done correctly or what needed to be repeated. Moreover, it was a great tool to teach conceptual knowledge and key motor skills related inputs. 

We avoided creating new signs and feedback to reuse the ones in game to avoid players getting used to a different language, which created some issues as some pings and level design elements were not clear enough some times.

From our continuous tests we saw how the comms display states adapted very well to each player's level of knowledge as only players who needed more stopped to watch additional media. It also provided great feedback on what was done correctly or what needed to be repeated. Moreover, it was a great tool to teach conceptual knowledge and key motor skills related inputs. 

IMPACT

IMPACT

IMPACT

Tasks of Tutorials

Tasks of Tutorials

Tasks of Tutorials

COMPLETION RATE

09%