Game Engine Concept

Personal Project

Game Engine Concept

Personal Project

Timeline: March 2024 - April 2024

Timeline: March 2024 - April 2024

Tools used: Figma and Google Forms

Tools used: Figma and Google Forms

Role: UX Designer, User Researcher

Role: UX Designer, User Researcher

View prototype

View prototype

Many game engines lack built-in source control, leaving users to rely on third-party applications or forego versioning altogether. Additionally, usability issues can lead to frustrations during software usage.

Many game engines lack built-in source control, leaving users to rely on third-party applications or forego versioning altogether. Additionally, usability issues can lead to frustrations during software usage.

The Goal Statement

The Goal Statement

The aim of this project is to integrate source control software into the game engine, streamlining user workflows and minimizing project loss by enabling efficient project management and version control.


The aim of this project is to integrate source control software into the game engine, streamlining user workflows and minimizing project loss by enabling efficient project management and version control.


Why a Game Engine Concept?

Why a Game Engine Concept?

While using Unreal Engine and Unity, I noticed areas for improvement, such as the lack of built-in source control for better collaboration and preventing data loss. I also identified usability issues that could streamline the development process. This project explores solutions to enhance both efficiency and user experience in game engines.

While using Unreal Engine and Unity, I noticed areas for improvement, such as the lack of built-in source control for better collaboration and preventing data loss. I also identified usability issues that could streamline the development process. This project explores solutions to enhance both efficiency and user experience in game engines.

Research

Research

USER RESEARCH

USER RESEARCH

Is source control worth integrating into a game engine?

Is source control worth integrating into a game engine?

To evaluate the benefits of integrating source control into a game engine, I spoke with 5 friends and 1 senior developer at Ubisoft to understand how it could enhance their workflow and collaboration.

To evaluate the benefits of integrating source control into a game engine, I spoke with 5 friends and 1 senior developer at Ubisoft to understand how it could enhance their workflow and collaboration.

I found three reasons why using a source control system can be valuable.


I found three reasons why using a source control system can be valuable.


Seamless Collaboration

Seamless Collaboration

Built-in source control allows multiple developers to work simultaneously without overwriting each other's changes, improving teamwork and efficiency.

Built-in source control allows multiple developers to work simultaneously without overwriting each other's changes, improving teamwork and efficiency.

Automatic Version Management

Automatic Version Management

Tracks changes in real time, making it easy to revert to previous versions and preventing accidental data loss.

Tracks changes in real time, making it easy to revert to previous versions and preventing accidental data loss.

Simplified Workflow

Simplified Workflow

Eliminates the need for third-party tools, reducing setup time and ensuring a more streamlined development experience within the engine.

Eliminates the need for third-party tools, reducing setup time and ensuring a more streamlined development experience within the engine.

COMPETITIVE ANALYSIS

COMPETITIVE ANALYSIS

Feasibility of Implementing Integrated Source Control

Feasibility of Implementing Integrated Source Control

A competitive analysis using the VRIO Framework was conducted to assess the feasibility of integrating source control into a game engine.

A competitive analysis using the VRIO Framework was conducted to assess the feasibility of integrating source control into a game engine.

The VRIO analysis confirmed that my proposed changes would enhance user experience. I then conducted quantitative and qualitative research, along with usability testing, to validate these findings.

The VRIO analysis confirmed that my proposed changes would enhance user experience. I then conducted quantitative and qualitative research, along with usability testing, to validate these findings.

VRIO

Rarity

Valuable

Organization

Imitability

View complete research in Figma

USER PERSONA

USER PERSONA

Identifying the Ideal User

Identifying the Ideal User

After completing the competitive analysis and consulting with a senior developer at Ubisoft, I began defining the ideal user for the game engine with integrated source control.

This step ensures a seamless development experience by aligning the engine’s features with user needs, improving collaboration, and addressing common pain points in existing workflows.

After completing the competitive analysis and consulting with a senior developer at Ubisoft, I began defining the ideal user for the game engine with integrated source control.

This step ensures a seamless development experience by aligning the engine’s features with user needs, improving collaboration, and addressing common pain points in existing workflows.

USER FLOWS

USER FLOWS

Journey from Start to Finish

Journey from Start to Finish

To visualize the user journey, I created two flows: one for onboarding, ensuring a smooth introduction to the engine, and another for integrated source control.

The source control flow highlights key actions like viewing diffs, tracking changes, undoing commits, and pushing updates, streamlining collaboration and workflow efficiency.


To visualize the user journey, I created two flows: one for onboarding, ensuring a smooth introduction to the engine, and another for integrated source control.

The source control flow highlights key actions like viewing diffs, tracking changes, undoing commits, and pushing updates, streamlining collaboration and workflow efficiency.


WIREFRAMES

WIREFRAMES

Building the Foundation

Building the Foundation

After discussions with a Ubisoft developer, defining the user persona, and mapping the user flow, I created medium-fidelity wireframes to establish the game engine's initial structure and layout.

These wireframes act as a blueprint, outlining key screens and interactions to ensure the design aligns with user needs and delivers a seamless experience.

After discussions with a Ubisoft developer, defining the user persona, and mapping the user flow, I created medium-fidelity wireframes to establish the game engine's initial structure and layout.

These wireframes act as a blueprint, outlining key screens and interactions to ensure the design aligns with user needs and delivers a seamless experience.

Below are a selection of wireframes showcasing key screens, including the main screen and source control.

Below are a selection of wireframes showcasing key screens, including the main screen and source control.

Testing and Feedback

Testing and Feedback

After designing the wireframes, I built a prototype and tested it with my friends. Using Tognazzini's First Principle of Interaction Design, I assigned tasks and evaluated their completion success to identify areas for improvement.

After designing the wireframes, I built a prototype and tested it with my friends. Using Tognazzini's First Principle of Interaction Design, I assigned tasks and evaluated their completion success to identify areas for improvement.

USER TESTING

USER TESTING

Tognazzini's First Principles of Interaction Design

Tognazzini's First Principles of Interaction Design

I applied Tognazzini's First Principles of Interaction Design to test my game engine concept, beginning with identifying the critical tasks users would perform with the integrated source control.

I applied Tognazzini's First Principles of Interaction Design to test my game engine concept, beginning with identifying the critical tasks users would perform with the integrated source control.

The testing was conducted in a controlled environment to eliminate external influences or disturbances. The results presented below represent the average performance of all participants.


The testing was conducted in a controlled environment to eliminate external influences or disturbances. The results presented below represent the average performance of all participants.


PROTOTYPE

PROTOTYPE

Pushing The Prototype

Pushing The Prototype

After conducting the evaluation and receiving positive feedback, I decided to push the prototype and create unique interactions that i would love to see in game engines.

After conducting the evaluation and receiving positive feedback, I decided to push the prototype and create unique interactions that i would love to see in game engines.

View prototype in Figma

Introduction to the engine

Introduction to the engine

The user first starts by creating a new scene by choosing the type of project that is needed. Once the project is created the user is directly in the engine. One of the first additions that i added was that, the user by pressing CTRL+Space is able to open and close the Content Drawer and the Hierarchy to get a better view of the scene.


Each category is separated and icons are added to indicate which category is which.


The user can also sort the informations in the Hierarchy by holding and dragging.

The user first starts by creating a new scene by choosing the type of project that is needed. Once the project is created the user is directly in the engine. One of the first additions that i added was that, the user by pressing CTRL+Space is able to open and close the Content Drawer and the Hierarchy to get a better view of the scene.


Each category is separated and icons are added to indicate which category is which.


The user can also sort the informations in the Hierarchy by holding and dragging.

In the engine

In the engine

The user can enter fullscreen mode by simply pressing F10. A new feature allows the navigation bar to remain accessible while in fullscreen mode. When you move your mouse to the top of the screen, the navigation bar will drop down. When you move the mouse away, the navigation bar will automatically hide again.

The user can enter fullscreen mode by simply pressing F10. A new feature allows the navigation bar to remain accessible while in fullscreen mode. When you move your mouse to the top of the screen, the navigation bar will drop down. When you move the mouse away, the navigation bar will automatically hide again.

Using source control

Using source control

Whenever you save your project, a pop-up appears, providing access to source control features. Through this interface, you can commit changes, push and pull code, review the project history, and examine code differences. The diff tool lets you see exactly what's been added or removed from the codebase.


Whenever you save your project, a pop-up appears, providing access to source control features. Through this interface, you can commit changes, push and pull code, review the project history, and examine code differences. The diff tool lets you see exactly what's been added or removed from the codebase.


Final Thoughts

Final Thoughts

CONCLUSION

CONCLUSION

What went well

What went well

This project successfully enhanced the game engine by integrating usability improvements and built-in source control.

This project successfully enhanced the game engine by integrating usability improvements and built-in source control.

Applying Tognazzini's First Principles of Interaction Design ensured an intuitive, user-centric experience, streamlining workflows and collaboration.

Applying Tognazzini's First Principles of Interaction Design ensured an intuitive, user-centric experience, streamlining workflows and collaboration.

Testing confirmed these enhancements, making version control more efficient and accessible.

Testing confirmed these enhancements, making version control more efficient and accessible.

What can be improved?

What can be improved?

Further refinements could include customizable source control settings, performance optimization for large projects, and more industry feedback.

Further refinements could include customizable source control settings, performance optimization for large projects, and more industry feedback.

If time permitted, refining the UI would have enhanced visual consistency and usability.

If time permitted, refining the UI would have enhanced visual consistency and usability.