
Team Online - Paragon : Sr. UX Designer
I worked in multiple roles and capacities to support the Paragon development team over the development and launch of the 3rd person multiplayer battle online arena game from Epic Games. I looked for every opportunity to contribute my skills, and was set to transfer to the Paragon team shortly before the servers were shut down in the shadows of Fortnite's success.
Project:
Paragon - Online Deckbuilder
Date:
Jan 1, 2016
My Role:
Sr UX Designer / UX Lead
My Responsibilities:
Design Leadership, Design Manager, Wireframing, Requirements Gathering, User Testing, Visual Design, Heristic reviews, Stakeholder ownership, Jira Management
I was the Sr. UX designer tasked with the design of the web view for the Mastery track for the characters of Paragon. Each player could track their progress on a track to the prestigious level of Master. With the title came a special skin with burning effects, showing your commitment to a character to all your friends in-game. The track to mastery became a meta goal and a race to become the first to win the title.
I contributed with low fidelity wireframes and animations in support of Paragons goals of user retention for their REGS initiative. Rewards, events goals and social interactions all fed into our paradigm of design for the in-game menus. Ultimately we saw greater engagement over time with the release of each new menu/gameplay design for these systems.
I designed a set of abilities for a samurai character and sent it to the lead hero designer Cameron Winston for consideration. He said this was a perfectly designed ability kit, but wanted to use it for another character already in the pipeline, a large punching robot named crunch. I was thrilled to be able to collaborate with Cameron on this hero design.
Crunch is a melee fighter with a unique combo system. Utilizing each of his abilities, Crunch is capable of fluidly chaining combos together to quickly scrap his opponents.