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.
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Explore more case studies
Designed by Marc De Canaga
Designed by Marc De Canaga
Thank you for viewing my work
Thank you for viewing my work