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















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.



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.

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.

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.



Start State
Start State
Start State
Openning State of Communications Display.
Openning State of Communications Display.
Openning State of Communications Display.



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
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 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.



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



Gray Scale
Gray Scale
Gray Scale



Deuteranopia
Deuteranopia
Deuteranopia



Protanopia
Protanopia
Protanopia



Tritanopia
Tritanopia
Tritanopia
INSIGHTS
INSIGHTS
INSIGHTS



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%
RELATED
RELATED
RELATED
Sub-feature in Tutorials guiding players
Sub-feature in Tutorials guiding players
Sub-feature in Tutorials guiding players
Testing if Tutorials were teaching players
Testing if Tutorials were teaching players
Testing if Tutorials were teaching players
