Titan Empires
Players build a base and attack other players with an army of Titans and Troops in this fast-paced strategy game.
Gameplay trailer for Titan Empires - a strategy game I worked on at PerBlue.
CREATIVITY, EXPLORATION, AND ITERATION
I joined PerBlue in February, 2015. Titan Empires was the company's newest game, so almost everyone was working on it (including CEO Justin Beck). I worked closely with Justin to get a feel for the challenges facing the product, its users' sentiments, how the team operated, and his vision for their flagship title. As Senior Producer, I took on aspects of project management, product management, game design, and UI / UX design. At the height of the "Clash of Clones" era, there were a ton of strategy games trying to cash in on the success of Supercell's Clash of Clans by re-skinning the game's theme, adding or altering the game's mechanics, or just trying to acquire users with attractive marketing tactics in a hot genre.
PerBlue had already taken steps to differentiate the game by introducing Titans, powerful hero-like characters. Titans shape battles with unique abilities that players can directly control on the battlefield (the only control players have over normal troops is where to deploy them). Titans could be leveled up and could equip gear to bolster their stats and abilities. On the base design side, adding a moat radically changed base design tactics and allowed for new buildings and units to circumvent or synergize with the new element.
One of the first opportunities I found to enhance Titan Empires was the game's UI and UX. Because PerBlue was a small studio operating in a competitive space, they worked fast and efficient to get their games to market. Titan Empires also had a lot of content and features packed into it, which made some of the UI overwhelming and the UX complicated and unintuitive. This led to confused and frustrated users churning out of the game in addition to failing to capitalize on monetization opportunities due to obfuscated purchase flows and little support for live operations.
Prior to making UX improvements, it was necessary to document the game's information architecture; updating the document as features and improvements were introduced: