Glu mobile, 2016
Glu mobile, 2016
Project overview
Rival Fire was a re-skin of the popular Chinese game, WeFire, and Glu Mobile released this game in the United States and other western countries. During the game’s beta release, analytics showed the upgrade system for a player’s character and weapon was not monetizing well. It revealed many players were not using the upgrade system. I had to figure out why players weren’t using the system.
PROJECT OVERVIEW
Rival Fire was a re-skin of the popular Chinese game, WeFire, and Glu Mobile released this game in the United States and other western countries. During the game’s beta release, analytics showed the upgrade system for a player’s character and weapon was not monetizing well. It revealed many players were not using the upgrade system. I had to figure out why players weren’t using the system.
In order to understand the issues with the upgrade system, I conducted a usability test with the upgrade systems with existing and new players.
My team also conducted a diary study with another group of players to get their feedback on the experience for the first 10 days of playing the game.
Taking the data and findings from the research study, I defined our player needs and formulated a hypothesis to guide the design.
By reducing the cognitive load and making design adjustments to the upgrade process of the original design developed and created for an existing Chinese audience, we can improve the performance and the player experience of the U.S. version for a new and developing western audience.
User tests on this redesigned upgrade system were positive. And in our next beta release, there was an increase in upgrade system usage, increasing overall revenue and other success metrics.
However, this product taught my company, Glu, an important lesson because this game never met the expectations set by its release in China. Even though a game was very successful in one country, it won’t necessarily be successful in the U.S by simply re-skinning the game. You must consider how the underlying systems created for a particular audience would be received by a completely different audience and you have to adjust those systems accordingly.
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