Chris Weeks • UX Designer
Constantly learning what it means to be human
Hello and welcome! I am a designer of human experiences, primarily in the field of video games. When I’m not doing that, you may find me deep in meditation, examining the core principles of what it means to be alive, aware, and interconnected. This is foundational because effective design is about empathizing with humans and empowering their personal journeys. I work at the intersection of technique and artistry, using data informed processes to overcome my biases, and my ingenuity to craft delight in a way that only a human touch can do.

UX design is not (just) wireframes. It is a problem solving process that adds real value to your project by examining the actual moment when the rubber (users) meets the road (software). Let's upgrade your live experience from one of conflict and confrontation, to one of cooperation and empowerment.

I've grown quite a few other skills as well. Lots of implementation in game engines, particularly Unity. I can do a fair bit of coding as well. I have a background as an artist. 3D, 2D, what-have-you. Leadership! Leading teams. Driving vision. Setting up peers for success. Drop me a line and let's chat.

Marvel Strike Force: Updated Gacha Experience

CASE STUDY
(PASSWORD REQUIRED)
Abstract: Advocated for and owned an upgrade to an existing reward delivery system that had overburdened outdated tech, and was delivering a frustrating player experience.

As Lead UX designer, I instigated UX involvement in what was originally a tech-only effort. I used data on player engagement, mapped player behaviors, proposed and evaluated many solutions, guided the dev team, and formed a communication & release plan.

Impact: This was received with overwhelmingly positive player sentiment as part of a series of updates that lead to increases across all core KPI's. Demonstrated to the team how user-centered design can be impactfully incorporated into our strategies.

Marvel Strike Force: Cosmic Crucible

CASE STUDY
(PASSWORD REQUIRED)
Abstract: "Hey, Chris, the new game mode is gonna have a bracket system, but not a regular bracket - it's a Swiss bracket. No idea how to make that work, can you figure it out?"

As senior UX designer, I defined the problem space, analyzed comps, created player flows, ideated and iterated till the cows came home, set an artistic vision, and guided the dev team through development.

Impact: Delivered a new game mode to a top 100 live title, increasing engagement for top end, elder players. Enabled a revenue lane for new characters. Raised the visual quality bar. Established UX practices within a new team.

The Walking Dead: Outbreak

CASE STUDY
Abstract: Built a new mobile title based on Kung Fu Factory's gem match battle engine developed in previous titles, with some major reworks to key systems, such as the main battle loop.

As the sole UX designer, I defined the flows and interfaces for all the game's systems, using simple ideation exercises, interactive prototyping, and detailed wireframe specs. I also had a large part in organizing user testing and collating its results.

Impact: The new title performed well in soft launch, meeting or exceeding all key KPI goals we set. I took particular care with our onboarding, which produced measurable improvements over previous titles using the same engine.

Unannounced Hero Collector/Adventure Game

CASE STUDY
Abstract: Built a mobile title from the ground up, featuring a completely new style of gameplay.

As the sole UX designer, I defined the structure of this game with its new gameplay style, diving deep into competitive research, user demographics, and defining a UX framework around those learnings. I also did lots of interactive prototyping and did wireframe specs for all the game's systems.

Impact: While this game didn't end up launching, it did appear promising in user focus testing, and was a new high water mark for visual fidelity. For me personally, it was a great period of growth as I developed many new advanced skills as a UX designer.

Pacific Rim: Breach Wars

CASE STUDY
Abstract: With this title, Kung Fu Factory set out to take technology developed under contract for an external publisher and adapt it for our own use along with a new licensed IP.

As UX designer, I took the challenge of adapting all the engine's existing systems for the new game. This involved lots of prototyping and wireframing, as well as user testing and iteration.

Impact: This was a major step for the studio as we successfully launched our first self-published game, which operated successfully for several years. I was able to establish myself as a capable internal UX resource, when previously we had no such in house expertise.

WWE Champions

CASE STUDY
Abstract: Developed for an external publisher, this game was an innovation of gem match & vs. battler gameplay, connected with a highly visible IP.

As a UI implementer, I built high fidelity UI in the Unity game engine. I did significant visual and animation work, as well as optimization. I also helped ideate and wireframe out a few of the systems.

Impact: This game launched in the top 100 and is still active over 7 years later. The technology developed provided a foundation for studio operation for years afterward. My ability to push the boundaries of the technology allowed for best in class visuals at the time.
Please send inquires to chrisatchrisweeks3ddotcom

View current resume here