GDC 2012 Presentation:
It Stinks and I Don’t Like It – Building a Better Engine Experience at Insomniac Games
Description
Video game development has progressed significantly over the years – from punch cards and user made tools to enterprise level applications. While the technology that we use on a daily basis has changed significantly, can we really say that the experience of creating games has improved as well?
Studios are constantly on the look-out for the next best tech, middleware, or ideas to help make their next title a reality (and success). With licensed tech and often-times even proprietary software, the User Experience is frequently viewed as a second class-citizen when efficiency and deadlines are in the fore-front. At Insomniac Games, we’ve decided to make the user experience of our tools a priority. By leveraging traditional engine programming with web application technology, Insomniac Games has created their new engine from the ground up with a focus on the user experience.
PDF Location:
http://www.gdcvault.com/play/1015459/It-Stinks-and-I-Don
Video Location: (GDC Vault Subscribers only)
http://www.gdcvault.com/search.php#&category=free&firstfocus=&keyword=ahern&conference_id=
UX at Blizzard:
Please check back after BlizzCon for full details about a number of additional systems that I helped to develop – many of which are forthcoming in future patches.
UX at Insomniac:
Editor UI Design
Editor Style Guide
While at Insomniac, I was tasked with designing not only all of the interaction logic and flow for our internal web-based editor, but also prototyping and developing the majority of all user-facing systems and UI. What you see above is a small sample of what was done during my time at Insomniac. Please feel free to contact me if you wish to see more.