top of page

Interactive Onboarding

Target: Web Browser

​​​​My Role included:

  • User flow charts

  • Audience research

  • Post-release analytics

Problem: GameMaker's user retention dropped day-by-day despite high downloads. We also wanted better methods to introduce beginners to the game engine.

Solution: An interactive sandbox-tutorial targeting beginners. It demonstrated GameMaker's workflow with playable results to User input. Due to technical limitations, this had to exist outside the tool & became and browser-based.

Establishing Game Content

  • After reviewing genre options, the Space Rocks tutorial was chosen as the basis for our project. It covered fundamental game development concepts in a simple scenario.

  • Prior to this I'd explored other game genres and tutorials for alternatives, also breaking them into smaller teachable sections.

  • Collaborated regularly with Opera's Gothenburg office and updated stakeholders throughout the project.

  • The tool was originally a linear sequence of tasks; I designed its flow, interactive elements and wrote its copy.

  • The more tasks a User completes, the more they’re rewarded with new sprites and animations to customise the game.

Sandbox-Style Exploration

  • After internal testing it was clear the tutorial format didn't reflect the fun of GameMaker's development cycle. Based off this it was redesigned into a free-form 'sandbox' editor, with optional guided tutorials. 

  • I was responsible for keeping documents accurate to design changes, which UI designers and developers referred to throughout the project. 

  • I defined when rewards were awarded based on User actions. This ensured experimentation was rewarded as equally as traditional tutorials. Users could even jump between these modes without commitment.

Post-Release Analysis

The tool was soft launched on GX Corner - Opera's game marketplace. I tracked engagement via Mixpanel, observing high click-throughs but low turnover into GameMaker installs.

  • I investigated this drop-off and presented findings to Gothenburg stakeholders, which later informed post-release changes.

  • Analysed results from quantitative and qualitative data to map the User's journey and possible pain points. This covered previous playtesting, community feedback, analytics and identifying export bugs.

  • Distilled large quantities of information to summarise for stakeholders, suggesting reasons for user falloff and identifying key areas to improve.

bottom of page