Technical QA Lead / Game Designer @ Riot Games
Control, Camera, Character
Quality Assurance at Riot Games is different from the industry standards. Successful QA are force multipliers that brings more than just testing & feedback skills. My specialization focuses on Game Design and Gameplay Implementation. My tenure at Riot is more akin to a practicing Technical Game Designer, while fully fulfilling the responsibilities of my full time role.
I was part of Wild Rift during its entire production cycle, helping shape and design the foundational control and camera systems the game launched with.
Hypothesis:
Creating initiative & accessible controls that leverage touch screen's versatility; while overcoming imprecise and unresponsive nature of the hardware, will allow more players to enjoy Wild Rift
Solutions:
Designed, coordinated, and executed sets of playtests, collecting over 100 sets of player input data. The following analysis in Tableau yielded an understanding of how biometrics affects input performance, and correlated player skill with performance, and execution time. This was then used to advise button placements, space constraints and limits, as well as input time constraints.
Hypothesis:
Player heuristics and gameplay information can inform smart camera movement that feel unintrusive
Solution:
Direct player aiming inputs drives camera control for long range abilities.
Camera zoom and movement reacts to ally and opponent presences.
Hypothesis:
Target/Position abilities are difficult to use on mobile controls
Solution:
Redesign League of Legends characters into mobile control framework to create an accessible experience. Specifically, we'll try to change a positional / targeted spell to a directional spell.