Research for the "Dustfaire" DLC was limited in time and resources, so I prioritized usability. I organized in-depth, moderated,internal usability tests followed and interviews, which I streamed live to our agile team. The feedback revealed significant usability issues, especially with Mission 2's excessive difficulty. This approach revolutionized our development workflow by enhancing collaborative efforts and accelerating decision-making. It also led to the implementation of regular internal playtests, which significantly improved our game design processes and the overall quality of player engagement.
The "Dustfaire" DLC pack was set to be the final Saints Row release ever, and the ambition was to deliver an unforgettable experience. Market research from Deep Silver (our overseas distributor and parent organization) revealed a strong player preference for the LARP segments of the main game, prompting the game designers to create an expansive new district with a rich narrative, distinctive dialogue style, and multiple side quests for a comprehensive seven-mission package. In sum... The ambitions, resources, and timeline for this DLC pack defiedall the laws for project management. The studio was determined to make its mark.
My primary responsibility was to strategize user research opportunities throughout development. With the release's importance and only one week allocated for this research section, efficiency and depth of feedback were paramount, especially since only three of the seven missions were in a testable state when the time arrived.
The testing sessions and interviews uncovered valuable insights into usability and gameplay experience. Specifically, all participants struggled excessively with Mission 2, whereas Mission 3 felt too simple (despite being enjoyable).