UX Summit | Game Developers Conference | Game UX & UI

Game UX Summit (M)

Learn UX design and strategy best practices to improve overall quality and increase the likelihood that your game will create and sustain engagement in the UX Summit on Monday, March 19, 2018. UX helps ensure that the design and business intent of your game is the one ultimately experienced by your target audience. Learn about all facets of the user experience discipline in the video game industry using knowledge from cognitive science, psychology, and application of research findings.

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Featured Sessions

All Access, GDC Conference+Summits, or GDC Summits Pass required to attend summit sessions (M-T).

'Halo Wars 2': A UX Postmortem
Max Szlagor (Microsoft 343 Industries)
343 Industries shares how they tackled the unique challenge of delivering a high quality, cross-platform UX vision for 'Halo Wars 2' across multiple studios. In this session, they will review the iteration process behind the all new Blitz mode, the trade-offs and successes of making great controls and experiences for 2 very different platform audiences, and how the 343 team weaved the feel and narrative of 'Halo' throughout the experience. Attendees will walk away with an understanding of how design and UX pillars help focus teams and specialists located around the world to deliver a compelling experience.
Immersing a Creative World into a Usable UI
Steph Chow (Steph Chow Design)
Good UI should enhance the player's experience in a game. However, UI can be much more than just a functional glue for the player. Just like a character, or an environment, UI can be used to help form a narrative relationship between the player and the game's world. But how do you efficiently leverage UI like buttons, icons, type and layout to accentuate a game's unique universe and not jeopardize functionality? This session will discuss how to embed a game's world into its UI, and how to strike the right balance between player immersion and player usability.
AAA Gaming While Blind
Karen Stevens (EA SPORTS)
The World Health Organization estimates over a quarter of a billion people are significantly visually impaired, world-wide. Many of these individuals are gamers, including those who are totally blind. This talk covers how gameplay without sight is currently possible for many popular EA titles, including 'UFC', 'Need for Speed', 'NHL', and 'Madden NFL'. It also describes steps taken to improve the experience of EA's blind audience. The purpose of this session is to gain greater awareness of how individuals with blindness play games and ways their experience can be improved.
Good Game Design is like a Magic Trick
Jennifer Scheurle (Opaque Space)
"Tell me about some brilliant mechanics in games that are hidden from the player to get across a certain feeling." This is the question Jennifer Scheurle posed on Twitter that opened up a can of worms among the games community, as thousands of likes and replies flooded into her feed. It was a question waiting to be asked with many well-established developers sharing their secret techniques. In this talk, Jennifer will give context to these techniques that game developers have used for decades, and celebrate them with a detailed collection and how-to of those techniques from the best games and designers all over the world.

UX Summit Advisors

Anouk Ben-Tchavtchavadze
Anouk is a UX Lead at King who has over 10 years of experience designing games on various platforms, devices and consoles. She has managed teams of varied skill sets and sizes in an ever growing industry and field, on a range of projects implementing and innovating in best UX and research practices.  She is dedicated about putting players first and crafting amazing and fun experiences through meaningful gaming experiences. She worked on games at Ubisoft, Zynga, Amazon, GSN Games, and now at King.
Celia Hodent
Freelance, Game UX Consultant
Celia Hodent is recognized as a leader in the application of user experience and psychology in video game design, and in the development of UX strategy and process in game studios. She holds a Ph.D. in psychology from the University of Paris Descartes-Sorbonne where she specialized in cognitive development. In 2005, Celia stepped aside from academic research to work with an educational toy manufacturer, VTech, and then entered the video game industry. She has worked at Ubisoft Paris, Ubisoft Montreal, LucasArts, and Epic Games to help guide the studios, and their projects, toward improved user experience practices. Celia's approach is to use cognitive science knowledge and the scientific method to concretely solve design problems and make sure the player experience is always enjoyable and engaging, while reaching business goals. Celia is also the founder and curator of the Game UX Summit, which launched in Durham, NC in May of 2016, hosted by Epic Games. She has worked on many projects across multiple platforms (PC, console, mobile, and VR), including the 'Tom Clancy's Rainbow Six' franchise, 'Star Wars: 1313', 'Paragon', 'Fortnite', and 'Spyjinx'. Celia is the author of The Gamer's Brain: How Neuroscience and UX Can Impact Video Game Design.

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