Spinning in Space

Case studies in UX production for a space adventure game

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Spinning in Space

Spinning in Space is a sweeping, retro-styled space adventure game exploring a whimsical galaxy filled with (many!) dozens of characters and interweaving plot lines spread across five distinct planets.

I led UX across most of the production lifecycle through public open beta, when the project was canceled. I am particularly proud of the modular UX design system I created to unify the player experience across the app’s many features and gameplay modes.

UX lead for a fully-produced mobile game

Thoughtfully integrating a feature

Avoiding the “tacked-on feature” blues

The result: An expanded “ship’s cockpit” with a fun, light interaction that appears only when needed and extends our players’ world.

NEED
Our Product team requested a feature to encourage retention by daily offering the player free Energy for continued play. Design guidelines also necessitated a diegetic, in-world approach with a simple, feel-good interaction.

SOLUTION
Collaborating with game designers and UI artists, we settled on a wheel spin skinned as an in-world retro vending machine. I was responsible for integrating this experience with established rhythms of play. Features like this are too often added as an afterthought, creating unhelpful friction in the path to fun. I sought a solution that would:

  • feel like an organic extension of the existing UI and player experience

  • limit clutter on the game’s lobby screen, calling attention only when necessary

  • support larger creative goals of furthering the player’s sense of place in our galaxy.

The result: An expanded “ship’s cockpit” fun, light interaction that extends our world. (The constantly-breaking vending machine later became a running gag in tutorials and character dialogues!)

Sometimes video says it best

Concise narrated video “explainers” are helpful in communicating UX vision for interaction design to our Animation and Engineering teams. Translated captioning make these videos useful for international communication with our Korean teams as well.

A narrated animatic I created for my team to demonstrate implementation. (1:16; audio on)

Screen recording of final Daily Bonus experience in-engine during gameplay. (0:15; no audio)

Improving the reading experience

Holistic problem solving

Thoughtful experience design requires big-picture synthesis across disciplines and teams. I coordinated the efforts of UI artists, animators, and writers to improve our reading experience.

NEED
Internal usability testing showed the reading experience of our character dialogues to be sub-optimal. As a relatively text-heavy narrative adventure game, Spinning in Space needs fantastic readability!

SOLUTION
I identified a set of three approaches which, combined, would improve ease of reading:

  1. Provide typographic guidance to UI artists for improved text legibility

  2. Adjust motion design applied to character dialogs

  3. Establish writing guidelines, shortening text and adding visual/structural formatting

The result: a cleaner, more comfortable reading experience for the player who likes to read (and better “SKIP” options for the player who doesn’t!)

A screenshot showing a dialog interface showing a conversation between the player and a floating space pug named Gizmo.

Motion and interaction design

Small issues in our dialog engine compounded to make reading more difficult than necessary. I highlighted several improvements, which our animator handled beautifully:

  • Once text begins to flow in, its position on screen should remain fixed.

  • Speech bubbles need only animate when a character transitions onto (or off of) the screen.

  • Text can appear more quickly, advancing instantly in response to user input.

  • Multiple statements in a row by the same character should trigger the speech bubble to resize accordingly.

Original dialog engine. Unnecessary animation adds reading friction. (0:10; no audio)

Our animator used my guidelines to create a more elegant experience that prioritizes readability. (0:14; no audio)

Brian Porterfield
Senior Art Manager, DoubleDown Interactive

“[Jason was] able to adeptly … manage a complex UX system across studios and bring a cohesive … vision to [Spinning in Space]. His patient, inspired, clear communication style … makes him extremely effective at handling the complexities of UX with regards to the other teams, departments, and studios.