Wild Beyond was Pocket Gems’ ticket into the competitive, core-game market. This goal inspired our designs to be a standard for the company: modern, with good user experience and product design. It’s strange, but many mobile games still lacked conventional app design, and we sought to break this trend with our own product.
• Product usability
• User research improvements
• Player onboarding improvements
Features pods were cross-functional and we completed features in two week sprints.
My process started with defining goals with product managers and game designers. Then I would move onto wireframes, build prototypes, and test it with co-workers and external customers. Once finalized, I’d work with engineers in our in-house engine. I’d build the layouts and interactions and our engineers would provide the magic. I’ll also implement the visuals from our visual designer and add confetti—like animations—to complete the features.
I championed user research and usability testing for our team. I noticed that when we were building our features, we had plenty of quantitative data, but no qualitative data. I wanted to know why our players were struggling with understanding a feature and why they enjoyed playing another feature.
Thus I added a valuable step to our process: after prototyping a feature, we’d test it with real players and then use this new data to iterate and improve.