STAR CITIZEN GAME EDITOR
Role
UX Designer, Editor Team at Cloud Imperium Games
Drive and help shape the UX experience the Star Engine Editor
Provided weekly/bi-weekly reports to leadership
Provided both high and low level constructive feedback and improvement suggestions with Mockups and Prototypes
Engaged with and represent multiple gameplay disciplines
Evangelized and improve usage of tools and workflows
Created Confluence documentation about UX and the Editor
Tools
Tools and Methods used during development
Qualitative Interviews
Quantitative Surveys
Heuristic Evaluation of Software and its Tools
Miro and Figma for User Flows, Mockups, Wireframes
Adobe Photoshop, Illustrator for Icons, visual development
Confluence for Reports and Jira for Feature Requests and Bugs
Testrail for Test suites and cases
Microsoft Teams, OBS, Forms for Interviews and Surveys
Project Index
During my time as the Sole UX Designer @Cloud Imperium Games, I worked on a variety of projects:
RASTAR Base Builder
Patch Notes and Editor Documentation
Viewport Visual Manager
Color Picker
Cinematic Track Library
Delete Modal and Object References
Content Browser
Interface Standardization
Gizmos / Manipulators
Server Room Concept Art, Star Citizen
01. RASTAR Base Builder
[Level Design 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”
Concepts, Mockups, Wireframes, and Implementation with our internal tool, “Building Blocks” which is xml / css based
Concepts and Mockups for Player version of Rastar
Results
Level Design and Environment artists now had a tool which could streamline the development of Outposts on Planets.
02. Patch Notes AND Editor Documentation
[Technical Writing]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Editor and Tool documentation was Outdated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 documentation
No Troubleshooting guides, or Contact information to our team
Screenshot of our Editor after boot, with Arrow pointing at Documentation button, leading to external documentation website.
What did we do?
“Patch Notes”
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
Screenshot displaying the "Help” dropdown menu within the Editor, which has links to Editor Documentation, Patch Notes, Getting Started, Editor Tool documentation, and the older documentation which might still be useful to developers.
“Editor Documentation”
Getting Started - For new hires, this section is dedicated to most useful things to know, like Keyboard Bindings, Shortcuts, Toolbars and what the tools do, Settings, and Navigating the Primary Interface.
Workflows - For users who need technical direction in a specific concentration. Routes to other related doc archives.
Troubleshooting - for users who were struggling with bugs or corrupt builds, with solutions to common problems, and our contact information.
Feature Requests: for any user who wanted to make a request for an improvement, I created Jira Templates, and guided users to our Teams Channel, Team Producer, and our contact information.
Who did this help?
Any user who wanted to see what was New and reach out to us about improvements
New Users who had never touched our tools before
Our team, as centralizing documentation was a great help for internal communication
Results
We increased awareness and participation globally
Allowed us to directly link documentation to a tool in the Editor. Each tool in the Editor new or old would get a Documentation link.
Fill out our UX Survey” for the purpose of gathering feedback from our developers around the globe
03. Viewport Visual ManageR
[Rendering]“How can we provide users with a refined control of viewport visualizers?”
Friction:
Most Levels of have hundreds or thousands of objects
Each object have “helpers” adding to viewport with clutter, making singular or multi selection difficult, and reduces FPS.
Many of the options which control the visuals for the Viewport are located in bespoke tool windows in the Editor
Screenshot of Cluttered Visualizers
Screenshot of Cluttered Visualizers
What we did:
Audit of the entire Editor’s viewport visualizer options
assess if they were functional, duplicates, or needed alterations.
Created a window which houses all Viewport Visualization options
Runs parallel with our new Editor Settings Menu which was updated as a result of this project.
Accessible via Shortcut and Button near top of Viewport
Who did it help?
This was a win for all developers, as they could easily find, filter, and manage what is currently displayed in their Viewport.
Results:
Increased FPS by refactoring the ways we rendered specific visualization helpers
With Presets, users 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
[Tech Art]“How can we improve our Color Picker to suit Tech Artists needs?”
Friction:
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
Gif of the old Color Picker being used in the Viewport of the Editor
Screenshot of the New Color Picker
05. Delete / Object References
[Asset Reference]“How can we prevent users from Deleting Objects with References and reduce Build Failures?”
Friction:
When users Delete game objects, our Delete Modal does not inform the user that the game object contains a reference. Because of this, it was causing Build Failures, broken levels.
This resulted in wasted time applying fixes and reverting changes in Source Control
Previous User Flow of Delete Modal presenting no indication that some objects contain references
What did we do?
Developers I worked with had a very detailed breakdown of the problem and what they wanted. Which was super helpful.
We create a new tool which would trigger if a Reference was found in the Pending Delete List.
This would allow users to select and modify the Objects in the pending list
New User Flow - If 0 references are detected, provide Default Delete Modal, if 1 or more References are detected, provide New Reference Modal
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
[Cinematic]“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
Provided Favorites
Who did it help?
Cine Team, Marketing, and Animation
07. Content Browser
[Asset Browser]“How can we provide better cross discipline collaboration between teams and their assets?”
Friction:
No clear way of sharing assets between users who use different file locations
What did we do?
Big fans of any modern asset manager, we looked to others and how they collected assets.
We added Collections which can be created locally by users and then shared globally, or kept private for team members only via version control.
08. Interface Standardization
[Design System]Problem Statement
“How can we standardize Our Editor UI?”
Why was this an issue?
The Editor’s GUI is a mixture of old Microsoft Library and QT5, with a dash of imgui.
No Standards across the tools, no established breakpoints or scaling depending on what GUI library the tool was utilizing.
Icon Library was all over the place in shape, size, colors, and styles
Typography Sizing was inconsistent across HD, 2K, and 4K displays which devs commonly discussed.
What I did:
Audit of the Major Editor Window followed by audits of different major tools allowed me to identify our outdated tools, and the tools which needed the most help.
Began making a design system in Figma
Ex. Window with different tools presented displaying inconsistency
Results
Utilizing my audits, we were able to accomplish the following:
We utilized my audit findings to reformat our Editor Settings, which allows user to modify the scaling of our text and icon sizes.
We centralized, resized, and reformatted our engine icon Library to be scalable to our different resolutions needs
With a newly formatted Editor Settings, the text, and the icons, we had the Foundation for our Viewport Visual Manager and expose other editor features.
9. Gizmos / Manipulators
[Gizmos, Gadgets, and whatsits]“How can we improve accuracy of selection, translation, and visuals of our Gizmos?”
What did I do?
I was asked to Concept new visualizations for our Transform Gizmos.
I looked to many other 3D Software packages, all of which were programs we used and ones we didnt use. Unreal, Maya, 3DMax, Zbrush, CAD, game tools like Base Builders, and of course Figma and Miro.
These are Preliminary Designs for Selection and the Translate, Rotate, and Scale Gizmos. Visuals for States: Deselected, Selected.
Selection Diagram: Unselected, Hover, Selected, Selected with Translation Gizmo
Selection Diagram: Unselected, Hover, Selected, Selected with Rotation Gizmo
Selection Diagram: Unselected, Hover, Selected, Selected with Scale Gizmo