User Experience Designs for the Star Engine.

In 2021 my role at Cloud Imperium Games changed, and I transitioned from Senior QA on our Vehicle Features Team, to the sole UX Designer for our Editor Team.

I was based in LA; my team was located in the UK and Germany.

Cloud Imperium Games
Editor Team - Core Tech Group

Time
2021 - 2023

Website
robertsspaceindustries.com

Star Engine - Star Citizen Wiki

Tools

  • OBS / Microsoft Teams for Sessions

  • Confluence for Documentation

  • Jira for Tasks and Bugs

  • Miro / Figma for Journey Maps, Flowcharts, and Mockups

  • Testrail for Editor Testcases

Overview

During my time on the Editor Team, I contributed to many designs for existing tools and crafted new ones to solve for our Core Tech Group.

I became an amplifier for developers within Core Tech Group (CTG) and our other developers around the world. I voiced when they encountered bugs or had frictions with their tools.

  • I started with individual 30-minute sessions with specific team leads, then moved to their members.

  • I would embed with for a short period of time, learn about their tools, how they were utilizing them and design possible solutions with my engineers.

  • Eventually, our notoriety was popular enough that we created larger standup-meetings to present our upcoming work, get feedback, and talk shop with any developer who wanted to make the meeting.

We built a small community of developers actively participating in the growth of the tools and reporting their issues and overtime gained appreciation for our work.

With the aid of my 5 engineers and Producers, we worked on a variety of projects for the Editor. Snippets of these projects are detailed in the following sections below:

  1. RASTAR Base Builder

  2. Patch Notes and Editor Documentation

  3. Viewport Visual Manager

  4. Color Picker

  5. Delete Modal and Object References

  6. Cinematic Track Library

  7. Content Browser

01. RASTAR - BASE BUILDER

Level Design / Environment Art

Video overview of Early WIP Rastar Building Tool

Problem Statement

“How can we support Level Design and Environmental Artists create many different Outposts in our Galaxy?”

What did I do?

  • Core Technology Group asked me to assist with development of their prototype Base building tool, named, “RASTAR”

  • I provided concepts, wireframes, and early implementation with our internal tool, “Building Blocks” which is a visual scripting tool that is utilizes XML / CSS

  • I also provided concepts and mockups for a Player Facing version of Rastar

Results

  • Level Design and Environment artists now early tool to help the development of Outposts on Planets.

  • It had been the first time using our native UI tools. It took some time to get used to it and fix it up for developers.

  • While difficult, it was surfacing issues for the UI team in general, as it pertained to Hot-Reloading of the UI, and our use of the UI within the Editor Window.

02. Editor Documentation

Documentation and Bringing Awareness

Problem Statement

“How can we support growth of new tools and provide more for the user when it comes to troubleshooting in the Editor?”

Why was this an issue?

  • Editor and Tool documentation was Outdated

  • Current Link inside the Editor leads to external CryEngine documentation

  • No Troubleshooting guides, or Contact information to our team

What did we do?

  • Created Patch Notes anytime the Editor was Updated and branched

  • Created an Archive for Patch Notes to reside

  • Lead Engineer wrote a script to auto-publish Change lists

  • Included Feature Updates and user feedback forms

  • We coupled these with Chat Channel Updates and Global emails

Results

  • Our team now had centralized documentation which helped us as we developed

  • It also served us deepen our impact via internal communication across the global studios

  • Any user who wanted to see changes and reach out to us about issues or improvements could do so

  • New Users who had never touched our tools before now had guides

03. VIEWPORT VISUAL MANAGER

RENDERED USEFUL

Problem Statement

“How can we provide users with a refined control of viewport visualizers?”

Why was this an issue?

  • Our Single-player and Multiplayer Levels, and Tech Zoo’s are populated with hundreds of objects

  • Each object in the engine receives visual “helpers” which could be Toggled (Show/Hide)

  • The user’s viewport will get cluttered easily because there is no way to adjust rendering of helpers and other visualizers like manipulator Gizmos, or Cinematics.

  • This also makes singular or multi selection difficult and reduces FPS for users because they are now rendering that many helpers

  • Many of the options which control the visuals for the Viewport are located in bespoke tool windows in the Editor, no tool tips, and might overlap another visual render option.

What did we do?

  • Audit of the entire Editor’s viewport visualizer options, examine every menu and sub-menu for rendering options, shortcuts, etc.

  • Assess if they were still functional, performant, needed alterations, or should be removed

  • Created a window which houses all Viewport Visualization options

  • Runs parallel with our new Editor Settings Menu which was also refactored as a result of this project.

  • Accessible via Shortcut and Button near top of Viewport

Results

  • This was a win for all developers, as they could easily find, filter, and manage what is currently displayed in their Viewport.

  • Increased FPS by refactoring the ways we rendered specific visualization helpers

  • With “Presets”, users can create multiple visual environments, rather than a singular one with on / off.

  • If a user needs a set of cinematic visualizers, and another for debugging they can toggle between the two without effecting the other, and return to the Default Visual settings

04. COLOR PICKER

Pick, save, connect

Problem Statement

“How can we improve our Color Picker to suit Tech Artists needs?”

Why was this an issue?

  • Outdated Color Picker and Interactions

  • Limited Options for Custom Colors

  • No Connection to other Tools, which utilize Color Picker often

What we did:

  • Added Multiple LUT (Look Up Tables) which allow users to select specific Color Spectrums, ie. for Skin, and Hair

  • Updated Interactions, Keyboard Shortcuts, and Custom Color Presets

  • Connected our Tint Palette Tool, which gave users quick access to pre-determined Color Palettes.

Who did it help?

  • Lighting, Character, Vehicle, Level Design, Environment Art

05. Object References

PREVENTING LEVEL DECAY

Problem Statement

“How can we prevent users from Deleting Objects with References and reduce Build Failures?”

Friction:

  • When users Delete game objects, our Delete Modal did not inform the user that a game object contains a reference.

  • Because of this, it was causing Build Failures, broken levels, and massive headache for teams.

  • This resulted in wasted time applying fixes and reverting changes in Source Control

What did we do?

  • Developers I worked with had a very detailed breakdown of the problem and what they wanted.

  • My role was to surface the surrounding user flows in our tool ecosystems, and make sure we have “safety checks” in key areas.

  • We created a new tool, “Delete / Object Reference”

  • This triggers if any link or reference was found in the Object Delete List which was pending.

  • This window provides a safe method to prevent decay, and null references.

  • Users can select and modify the Objects in the pending list, make their change, and go on to their next task

Who did it help?

  • New and Old Developers of all kinds. This was a huge time saver for everyone as they now know when Objects have a Reference before they Delete the Objects and cause Asserts and other critical errors in Builds.

Results

  • Our group of developers we tested with called it, “a godsend” to saving time.

  • Level Decay and bad changes decreased drastically once our tool branched into other streams.

06. Cinematic Track Library

BACK ON TRACK

Problem Statement

“How can we reduce the clicks it takes to find and add Track types to a Node in our Cinematic editor tool?”

Friction

  • Our Cinematic tool, “Trackview” and our Cine Team requested a better solution to the way they add, “Tracks” types to on the timeline.

  • Nested Lists containing Tracks were too long, and took too long to find specific tracks.

  • Code Strings were displaying instead of proper names, and long strings truncated the text

What did we do?

  • Fixed Strings

  • Created a small pop-up window with a filter for quickly finding the Track you want

  • Filtered out any irrelevant tracks that aren’t applicable to that entity type

  • Provided Favorites

Who did it help?

  • Cine Team, Marketing, and Animation were grateful for a quick win

07. Content Browser

Asset Organizing and Sharing

Problem Statements

“How can we provide better cross discipline collaboration between teams and their assets?”

“How can we provide quicker visualization and filtering for assets?”

Why was this an issue?

  • Outdated Asset Browser was difficult to navigate, asset folder organization was a mess

  • No clear way of sharing assets between users who use different file locations.

  • No great way of filtering for and viewing objects in our outdated asset browser window.

What did we do?

  • Big fans of any modern asset manager, we looked to others and how they collected assets and filtered for game assets.

Results:

  • We added Asset Tags, Filters, Favorites, and organized the folder structure

  • We added Collections which can be created locally by users and then shared globally or kept private for team members only via version control.

Conclusion

I established a UX process where there was none at Cloud Imperium working in the Core Technology Group. Aided by my trusty Games User Research Book, the Toolsmiths Discord, and utilizing internal and external mentorship - I was able to form a substantial relationship with hundreds of developers in the global team and improve the quality of life for them and the editor. I am very proud with my teams accomplishments and my time on the project.