SERVICE SUMMARY
DESIGN SESSIONS:
GAMES IN PRODUCTION
For games in production, the sessions Marie holds vary depending on how close they are to release. Early on, time it spent looking at the core gameplay – how to increase it’s depth, tighten mechanics and add features that makes it stand out from its competitors. The feature set and roadmap is constantly re-evaluated as the game builds out its identity, and new cool opportunities and functionalities arise. The sessions Establish Experience Goals, Design Structure & Scope, Depth & Mastery Layering are most common in this phase and can help with the above. 3-6 months before release is usually focused targeting development efforts to maximize the player experience and game appeal on release. This is when a lot of cuts typically happen, and the game hones in on its core experience. The team also starts looking at social features, retention mechanics and final touches on their progression. They might still add new features that provide great value or help round out the experience. Sessions The Steam Page, Target Audience Widening and Social Mechanics Review are the most useful for this phase. Close to release, the focus is often on player onboarding, the timing of the beats (hype moments) and how to make the game more accessible and intuitive. Sharpen Beats and Intensity and FTUE & Onboarding are valuable sessions to improve both.
TYPICAL GOALS
Improve the gameplay
Focus the remaining development on high impact areas
Stand out more from competitors and get an edge on them
Improve first-time user experience (FTUE)
Add mechanics that promote retention
Strengthen the game's appeal to its target audience
Widen the game's appeal to increase playerbase
POPULAR SESSIONS
General Advice
Session where the team presents their current plans and design challenges and gets Marie’s advice on how to best move forward.
Establish Experience Goals
We empathize with the player feeling and emotion whilst playing the game and establish experience goals that aligns the team around what they are creating, and how it should turn out.
Design Structure & Scope
We reconsider the current roadmap and use the feature list to lay a puzzle that visualizes the design structure and helps us determine what’s core, what to cut, and what to put on hold.
Depth & Mastery Layering
Exercise where we distill the games core gameplay challenges, map out how they are layered and complement the design to ensure the game is stimulating in both mechanical, tactical and potential coordination aspects.
The Steam Page
Session where we learn to design Steam Pages to imagine what the game will be for launch – and see what additional features could make it stand out more from its competitors.
Target Audience Widening
In this session, we discuss which player segments your game already caters to, evaluate if there are any additional ones that could enjoy the game and identify new potential features that would appeal to them.
Social Mechanics Review
This session reviews the social mechanics in the game discusses what else can be added to give players new activities and goals to achieve to ultimately increase viralness, stickiness and retention.
Sharpen Beats and intensity
We refine the beats (hype moments) and intensity to ensure players get an enjoyable experience filled with ebbs and lows to always keep the player engaged without ever over-stimulating.
FTUE & Onboarding
Session where we map out the FTUE and early player journey, identify potential churn moments and plan how to get players to the hook as safely and fast as possible. We also review how & when to them engaged in the game progression.
TESTIMONIALS
"Leaves nothing to chance"
"Brought new perspectives"
"Great experience"
"After a week of bootcamp, our team is now well set to tackle our coming milestones, but her expertise could really be helpful again in the future. “
"Understands the players"
"Highlighted ways to greatly improve the game"
The input from Marie has been very helpful, and has highlighted ways to greatly improve the game when continuing the development. Her feedback has been concrete and clear, and overall easy to act upon. I highly recommend Marie to anyone looking to improve the design of their game!"
SERVICES OFFERED
Design session - indie game
This service includes:
- Video consultation
- Design session focused on a specific feature or aspect
- NDA can be signed
- For small teams that are currently self-funded
€125 /h
Design session - funded game
This service includes:
- Video consultation
- Design session focused on a specific feature or aspect
- NDA can be signed
- For teams with funding - i.e. by previous success, grant, publisher or investor
€200 /h