Becoming a UX Researcher | Unreal Educator Livestream

  προβολές 6,444

Unreal Engine

Πριν 21 ημέρα

UX researchers provide designers, artists, programmers and entire game companies and organizations with valuable insights into player behavior and psychology. These tech-detectives tease apart the rationals that drives players' thinking and motivations, which are incredibly valuable to the aforementioned dev teams.
On this Educator Livestream, we met one of the top UX Research teams in the business to learn more about what it takes to become AAA UX Researchers. Watch this stream to find out what a day-in-the life of an Epic Games UX Researcher is all about, and why you might want to explore this exciting field of study and line of work.
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Σχόλια
GuavVvA ATL
GuavVvA ATL Πριν 2 ημέρες
waow yes is cool indeed? yes is cool indeed yes is ? duh LUL memerso oh wait no gamers.............
GuavVvA ATL
GuavVvA ATL Πριν 2 ημέρες
it wasn p obvious wasn't it? it was indeed -.- I have been dj
Kurt Frans
Kurt Frans Πριν 19 ημέρες
Even if it's not really a debate and I enjoy this video, I agree with what has been said in this video for the most part, I totally disagree with Ben a bit on some of the topics. In the multiplayer game, the logic controlling things over the network is still being controlled on the Server end, so using Parsec or other means to share the game does not mean you don't have some level of control as you would inhouse. They could still use webcams, record feedback and information or simply have the person record gameplay video's and give descriptions and/or fill out those surveys describing how they feel playing the game and various aspects of the game such as the overall feeling of it. Sometimes, a developer doesn't know there is something wrong unless you tell them there is, they simply may not have noticed or overlooked it while trying to work on other things. It was by design is usually a big excuse to not work on something that may really need fixed, or some form of implementation of something somewhere to give more clarity needs performed, even if it's visual or textual information on the website and in game, or a statement to make that clear. First of all, in house testing is great during prototype development, but it is often usually very restrictive and selective, more predictable in the more controlled manner that is normally done under early more private development. For example, private closed beta testing is performed small scale, and you will usually have a select group of people with access to the product/software/service/game that fit a specific criteria for research, and they will often meet specific requirements and have machines of a certain spec capable of running the product/software/service/game, in the case of multiplayer networked games this is done before the main load testing is performed. Inhouse testing usually does not reflect global scale testing until after the game has become more accessible to more people for a higher volume of testing under more scenario's. As things roll out more and you begin to achieve a level of initial scalability, you have a varying level of situations where with varying hardware device and software configurations with different usability scenario's usually leads into a somewhat unpredictable state under different circumstance, to the point that you can expect once you gradually make the product/software/service/game more publicly available, you will find things you did not see or realize before, often these will be in the form of typographical error's, missing information and lack of functionality, or functional usability or stability problems, bugs, and glitches, sometimes with unintended consequences that can cause the game's client of something on the network or the game itself to not operate as expected, and in many cases leading to scenario's where a game is being played in ways not desired. or just not being in a good playable state. If your game uses a client/server based approach and it is global you'll run into all sorts of things requiring proper load testing, and even then you will not be able to account for all scenario's that will come up so error handling needs to be handled from the beginning of design early on. When it comes to the overall user experience, problems like these can impact the overall experience and it is good to be blunt and for people to be encouraged to give feedback Positive and/or Negative as they find problems, or the game could roll out with a bunch more problems than anticipated and it could completely make or break the business or just lead to overtime for crunching results. Fallout 76 had alot of problems during it's rollout and you can't sugar coat that, sometimes to improve quality being critical early on while being positive can make you find problems you would not otherwise see, people had very valid reasons to not be happy with the rollout of Fallout 76, the overall user experience with all the bugs and performance issues, AI and animations, etc. was very poor. With awesome games like Vindictus the system has it's rewards and progression balanced in a way, the inventory and gameplay feels better and is responsive, and it is more developed, that even though nothing is perfect, you can still get a proper balance and a level of enjoyment, an overall positive and rewarding user experience from playing the game the more you progress in it. Great games like Ghost Recon Breakpoint, Division 1, and Division 2 were released quickly before they were fully ready and ironed out, even though many years were spent on their development, the players for the most part weren't ready for those rollouts when they came out, the games had stability and balancing issues that needed to be addressed, including from animation problems, bugs, glitches, confusing interface design and interactivity which lead to some levels of confusion and frustration, and the initial prices on the games were considered very high, even though many people still paid that. It takes time to play different games, and these games have an almost identical look and feel when playing them that it can be a little off putting, but the storylines in area's where they are clear it's awesome, and many of these initial problems have been solved. But even with a library of games built up, time needs invested into actually relaxing and enjoy playing the games from beginning to end to see the overall story to understand the game. And that story gives the main game user experience when you add on top of that the multiplayer functionality it add's an extra bonus to that, but it has to be balanced and expandable in a way that doesn't feel too restrictive or unfair for a positive user gaming experience. Today, these games are just fine, and high quality as the name Ubisoft suggests, they did a great job on the Farcry 3, 5, New Dawn, etc... if you can get used to it, FarCry 5 is still the best I feel. Everyone has their own style and flavor of games they like to play, some casual and some competitive. Some people really get into the game more than others, some like story and some don't. You don't need a PHD to test a game or most software, nor should you need one, if it requires one to understand it or people genuinely hate the design of something, that should be taken as there maybe a bigger problem that needs seriously addressed, like Fallout 76 had. Skyrim is still awesome though. And yes, people often like to see more on their screen so moving widgets and controls on a mobile device to the outer edges of the screen to keep the middle area of screen clutter free so things that popup don't visually get in the way for too long in middle of the screen and you can respond with input faster that is really important, so it's no wonder the heatmap data shows people doing just that, that would certainly and hopefully improve their gameplay experience. If the game is a game they really want to play and they have a library of games built up, sometimes they won't immediately play the game and actually reserve it for a later date, the pleasurable experience can come from knowing the game is already secured and able to be played at a later date at will anytime. An example of a game with both a good and bad user experience, Ghost in the Shell: Stand Alone Complex - First Assault Online is a game that shutdown way too early (So early in fact I didn't even get to open up or use the full priced Early Access package I purchased, fellow game developers, don't ever do that!), that was a very bad user experience, even though playing the game itself was a great user experience, it was very much like Combat Arms and had a more mature and developed feel to it. Ghost Recon: Phantoms was another game that had a good user experience, it felt great and unique, but then just dropped all of a sudden, but why? Sometimes even if the games give great experiences in their early stages and people genuinely enjoy playing them they are still for some reason cancelled, it's weird but true. Same with Battlestar Galactica Online, that one could have used some improvements, additions, and updates though, but the base game as a whole resulted in a very interesting gaming experience.
Kajisan
Kajisan Πριν 19 ημέρες
Usability and User Experience is pretty good in UE4, except the Unreal Motion Graphics UI Designer. This is where your UX researchers should look into to learn about the physics on how I bite into my keyboard several times a day at the moment. I really appreciate this video but also wonder where you can actually talk to the important people about usability, or is this something just the industry biggies are allowed to? No puns, but there was a time where you got some Epic answers on the Answer-Hub which not it seems like it died a year ago.
Julian Shepherd
Julian Shepherd Πριν 20 ημέρες
Starts at 6:32
Mahdi AL bagdadi
Mahdi AL bagdadi Πριν 20 ημέρες
👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍
Swapnil Nishad
Swapnil Nishad Πριν 20 ημέρες
what is the difference between UI and UX ? please somebody explain..
Kurt Frans
Kurt Frans Πριν 19 ημέρες
UI = User interface or GUI = Graphical User Interface, UX = User Experience, User Interface are made up of the elements displayed on screen for information and also elements for input interaction you interact with on screen, such as your buttons, text boxes, lists, etc... It's functional, and laid out on screen, and is custom designed with a custom theme chosen by the developer creating the UI or sticking closely with a default look and feel/style. You interact with graphical information on the screen/display. User Experience is more about the overall feeling/experience that comes with the product from the time you are introduced to the product and see it the first time, to when it is used and you are done using it. Usually it's about how you feel when you see, hear, and interact with the program/software/game/service and how you connect with that experience. is it something you get something out of that gives you a good feeling while playing it? Or is it a product that you absolutely are frustrated with and you completely hate the site of it? Basically, the User Experience is really more about the feeling and flow, your personal experience during interaction. Graphical User Interfaces: Crash Course Computer Science #26: grpost.info/will/vH96haumn5CXcpM/b-nteo
Grail
Grail Πριν 20 ημέρες
I’m assuming you already know UI stands for User Interface and UX stands for User Experience. UI would be the actual elements or components that a user interacts with such as buttons, drop down menus, list boxes, navigation bars, etc. UX would be dealing with best practices of how to layout these UI components in order to give the user the best experience. That would be my simple overview of what UI and UX are. In college, we had computer science classes where we used to research into Usability Engineering and Human-Computer Interaction (HCI). This involved having people sitting in a room using a computer with some kind of UI. Then we would video tape and observe how they interacted with the UI. We also tracked eye movement over the screen. The study also included interviews with the test subjects to get their feedback about the UI. We also tested different input devices such as different kinds of mice, keyboards, haptic interfaces, etc. I would consider HCI to be equivalent to what is called UX nowadays.
DIVYANSH BHATT
DIVYANSH BHATT Πριν 20 ημέρες
Can you please make a episode in this series about weapons and weapon designs. Their history and their current impact. Whether war will become obsolete or not.
Jiří Fiala
Jiří Fiala Πριν 20 ημέρες
Epic could start witu their own Unreal Editor which is a bit of a UX shitshow.
CyberWolf755
CyberWolf755 Πριν 16 ημέρες
I think that UE4 has the best UX for asset and project management. Biggest issue is that the editor was not made to have so much information density inside one details panel. The UI style is subjective as different people have different preferences, but the way it is designed allows better readability of elements on the screen. Comparatively Unity has a more modern flat style, but it's design does not have very much contrast that it becomes hard to read information, and they have the issue of UX of piece of the editor is not consistent with the rest of the editor.
Jiří Fiala
Jiří Fiala Πριν 20 ημέρες
@Roman it is! I agree. But the ux/ui is a bit trash
Roman
Roman Πριν 20 ημέρες
But its far better than unity
Greyly
Greyly Πριν 20 ημέρες
Unity is getting thrashed by their users for spending time building a solid UX foundation in the editor instead of adding features. I think and hope this investment will pay off for them in the long run.
Greyly
Greyly Πριν 20 ημέρες
I got so excited when I saw the Metahuman teaser because the UI looked nice. I thought that maybe Epic had finally hired some UX people. But of course it wasn't built by Epic. Have they shown anything of the editor in UE5 yet? I don't care if they don't add a single feature to UE5 if they just deal with the UX.
ABDULRAHMAN HUSSEN
ABDULRAHMAN HUSSEN Πριν 20 ημέρες
i love games and i want to be aDevolop
GamingInSlowMotion
GamingInSlowMotion Πριν 19 ημέρες
@Artintrex says the guy making below minimum wage and working 60+ hours a week and not having enough money to fulfill his dreams of making games for fun and not for profit.
Artintrex
Artintrex Πριν 19 ημέρες
Don't listen to the idiot who recommended COBOL; C++ is the main language for game dev. C# is the next most common for scripting. Javascript for browser games. Make sure you have good math foundation especially vector math and matrices. Trigonometry etc. Physics 101 also helps a lot. Good luck
Grail
Grail Πριν 20 ημέρες
@GamingInSlowMotion good for you but the OP mentioned they liked games and wants to be a game developer. They didn’t ask about anything else. The way you you respond with your “ewww” shows who you are. If you’re a millionaire why would you be here? If COBOL made you millions why are you trying to do C++ like you claim if it’s barely making you 100k? Assembly made you a senior developer doing what? You’ve been exposed and your story doesn’t make sense. lol.
GamingInSlowMotion
GamingInSlowMotion Πριν 20 ημέρες
@Grail ewww 💩 Cobol made me a millionaire in 1 year and 3 months. Assembly made me a senior developer in 3 months and c++ still trying to get 100 K a year to my bank. Yall giving advice to being a slave for someone else’s company. I’m giving advice to live good in less than 3 years.
Gamer 1209
Gamer 1209 Πριν 20 ημέρες
@GamingInSlowMotion had too see if someone was going too say that
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