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Building immersive ux in games
Who am I? 
Michael Thompson 
• UI Artist/UI Designer/Interaction Designer/UX Designer/Senior UX Designer 
• NHL 2003-2005 (EA) 
• NBA 2006 (EA) 
• March Madness 2007 (EA) 
• FIFA PC and Fifa Online 2 (EA) 
• Ghost Recon Phantoms (Ubisoft) Competitive/Tactical/F2P/RPG/MMO/FPS/ 
TPS 
• Undisclosed project (Ubisoft) 
• Various failed or unreleased projects
Immersa-what? 
What is immersion, anyway? 
Immersion is not just being emotionally involved. It is to temporarily 
experience a mental ‘space’ as real, and the real world as, in some 
way, virtual. 
If this impacts human behaviour in a visible way, then it is measurable. 
Therefore it can be something any designer, of any discipline or area of 
expertise, can strive for.
GET ARMED 
a.r.m 
• Acquisition 
• Retention 
• Monetization
Acquisition 
Acquisition 
1 
image
metacritic 
Acquisition 
Metacritic is a website that aggregates reviews of music albums, games, 
movies, TV shows, DVDs. It is key to driving sales in the AAA game 
market. 
• More immersive = more fun = more better! 
• I paid X and I received Xx10 fun! #winning
Acquisition
RETENTIon 
Keep them coming back! 
• Retention means the user, which we call players, wants to play again 
and again and again. 
• Very important in a Free to Play (F2P) micro-transaction model.
RETENTIon 
Destiny 
central 
city 
image
Making that money 
monetization 
• Boxed package purchase – Call of Duty 
• Boxed package with subscription – Guild Wars 
• Subscription - Wow 
• Free to play micro-transaction – Ghost Recon Phantoms 
• Freemium – various mobile 
• DLC – various console games
Making that money 
Ghost 
Recon 
Phantoms 
store 
image
SO HOW DO WE DO IT? 
Linear paths Single destination
Super mario bros.- 1985
Metal gear solid - 1987
tomb raider - 1996 
Tomb 
raider 
image
It looks open, but… 
Many paths one destination
halo- 2001
Ac brotherhood - 2010
Open world 
Do what you want 
When you want 
A game or an experience(s)
World of warcraft – 1994 - 2014
Elder scrolls v: skyrim - 2011
Combo power! 
Many games today are using an integrated system that is sometimes: 
• Fully Scripted 
• Open World 
• Linear 
• Systemic 
• PvE 
• PvP 
• Competitive 
• Co-op 
• Social 
• Casual or hardcore
• Released August 1, 2007 
• Racing MMORPG 
• 4 large cities 
• Hundreds of side quests 
• Highly customizable 
DRIFT CITY 
Drift city
You vs the machine 
• 200+ PvE missions 
• Large and complex back story 
• Constant audio and visual feedback
Big pimpin’ 
Battle Zones 
• Multiplayer PvP, Coop competition 
• Showing off 
Conclaves 
• 4 cities x 40 maps per city 
• Up to 9v9 battles 
• Level restrictions on battle participation 
• Created matches or matchmaking 
Clans/Guilds/Crews 
• Social/competitive groups 
• Member’s GC and Crew Points increase rank 
• 4 Crew Ranks
I own my experience 
Self ownership 
• Not just a car, but my car 
• Not just my character, it’s me
What now? 
The player needs somewhere to play
Best practices 
#1 – be diegetic as much as possible
Best practices 
#2 – be spacial when you can
Best practices 
#3 – be meta when you have to
Best practices 
#4 – AVOID Non-diegetic mostly
Question time

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UXSG2014 Lightning Talks - UX in Gaming: building immersive experiences (Michael Thompson)

  • 2. Who am I? Michael Thompson • UI Artist/UI Designer/Interaction Designer/UX Designer/Senior UX Designer • NHL 2003-2005 (EA) • NBA 2006 (EA) • March Madness 2007 (EA) • FIFA PC and Fifa Online 2 (EA) • Ghost Recon Phantoms (Ubisoft) Competitive/Tactical/F2P/RPG/MMO/FPS/ TPS • Undisclosed project (Ubisoft) • Various failed or unreleased projects
  • 3. Immersa-what? What is immersion, anyway? Immersion is not just being emotionally involved. It is to temporarily experience a mental ‘space’ as real, and the real world as, in some way, virtual. If this impacts human behaviour in a visible way, then it is measurable. Therefore it can be something any designer, of any discipline or area of expertise, can strive for.
  • 4. GET ARMED a.r.m • Acquisition • Retention • Monetization
  • 6. metacritic Acquisition Metacritic is a website that aggregates reviews of music albums, games, movies, TV shows, DVDs. It is key to driving sales in the AAA game market. • More immersive = more fun = more better! • I paid X and I received Xx10 fun! #winning
  • 8. RETENTIon Keep them coming back! • Retention means the user, which we call players, wants to play again and again and again. • Very important in a Free to Play (F2P) micro-transaction model.
  • 10. Making that money monetization • Boxed package purchase – Call of Duty • Boxed package with subscription – Guild Wars • Subscription - Wow • Free to play micro-transaction – Ghost Recon Phantoms • Freemium – various mobile • DLC – various console games
  • 11. Making that money Ghost Recon Phantoms store image
  • 12. SO HOW DO WE DO IT? Linear paths Single destination
  • 15. tomb raider - 1996 Tomb raider image
  • 16. It looks open, but… Many paths one destination
  • 19. Open world Do what you want When you want A game or an experience(s)
  • 20. World of warcraft – 1994 - 2014
  • 21. Elder scrolls v: skyrim - 2011
  • 22. Combo power! Many games today are using an integrated system that is sometimes: • Fully Scripted • Open World • Linear • Systemic • PvE • PvP • Competitive • Co-op • Social • Casual or hardcore
  • 23. • Released August 1, 2007 • Racing MMORPG • 4 large cities • Hundreds of side quests • Highly customizable DRIFT CITY Drift city
  • 24. You vs the machine • 200+ PvE missions • Large and complex back story • Constant audio and visual feedback
  • 25. Big pimpin’ Battle Zones • Multiplayer PvP, Coop competition • Showing off Conclaves • 4 cities x 40 maps per city • Up to 9v9 battles • Level restrictions on battle participation • Created matches or matchmaking Clans/Guilds/Crews • Social/competitive groups • Member’s GC and Crew Points increase rank • 4 Crew Ranks
  • 26. I own my experience Self ownership • Not just a car, but my car • Not just my character, it’s me
  • 27.
  • 28.
  • 29.
  • 30. What now? The player needs somewhere to play
  • 31.
  • 32.
  • 33.
  • 34. Best practices #1 – be diegetic as much as possible
  • 35.
  • 36. Best practices #2 – be spacial when you can
  • 37.
  • 38. Best practices #3 – be meta when you have to
  • 39.
  • 40. Best practices #4 – AVOID Non-diegetic mostly
  • 41.