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Rhythm and Cues: Project Management Tactics for UX in Game Design

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  • Rudy McDaniel

    (Department of Digital Media, School of Visual Arts and Design, University of Central Florida, Orlando, FL, USA)

  • Joseph R. Fanfarelli

    (University of Central Florida, Orlando, FL, USA)

Abstract

This essay situates game design and development within the domain of sociotechnical research and reviews the results of a case focusing on the design and development of an original video game level with platformer mechanics. Using a case history methodology with autoethnographic methods, the work studies the context in which small game components are authored and methods by which knowledge is exchanged and applied within rapidly developed software systems. It argues that the designer experience is a critical phenomenon to understand within the study of user experience in video games given the iterative nature of development and the necessity of frequent, in-house playtesting. The video game was designed by the authors and developed using preexisting assets from prior projects. Results suggest ideas for incorporating UX strategies into micro-project management techniques that are useful for small and large projects alike. The work closes by calling for future areas of research in related areas.

Suggested Citation

  • Rudy McDaniel & Joseph R. Fanfarelli, 2015. "Rhythm and Cues: Project Management Tactics for UX in Game Design," International Journal of Sociotechnology and Knowledge Development (IJSKD), IGI Global, vol. 7(3), pages 20-37, July.
  • Handle: RePEc:igg:jskd00:v:7:y:2015:i:3:p:20-37
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