NINE66

Summary
One of the biggest challenges for Game Development professionals is finding opportunities in the local market, especially in the Middle East. NINE66 is aiming to solve many crucial difficulties that Game developers worldwide face. I was tasked on this project to lead the Design work, assist the Experience team with research and UX, and manage 2 mid-level designers. The platform is a web based responsive product.
Responsibilites
UI Lead
Design system
Prototyping
Research
Usability testing
Client
Savvy Gaming Group
Saudi Arabia

INTRODUCTION

The Savvy Gaming Group has tapped Monstarlab to design and develop its cutting-edge NINE66 platform. This comes at a time when Saudi Arabia is pushing to become a global hub for the gaming industry by 2030. With the help of Monstarlab, Savvy Gaming Group is positioning itself to be at the forefront of this rapidly growing market.

Problem

The game development industry is evolving enormously as new games, jobs, and services are introduced every day. But it is an immature industry trying to find its place. As a result, there isn't a unified place to gather the stakeholders. Instead, different platforms are used for various means, leaving a scattered and disconnected community behind.

Solution

Nine66 is a one-stop-shop created for the game development industry. It is an ecosystem of end-2-end services, capturing both supply and demand with the objective of gathering stakeholders in one place. The purpose is to connect and engage stakeholders across the globe to create value for all members of the community.

Team setup

Our internal team consists of 24 people –⁠ 8 Developers, 5 Designers, 3 QA engineers, 2 Strategists, 2 Product Managers, a Project Manager, an Engagement Director, a Solution Architect, and a Scrum Master. My role is to lead the user interface design, plan tasks and feedback for two mid-level designers, and communicate with C-level stakeholders.

MY RESPONSIBILITES
Discovery

Wireframing

Mockups

Prototyping

Research

Competitive analysis

Usability testing

Feedback mapping

Ideation

Rapid prototyping

User flows

Information architecture

Production

Design system

Hi-fidelity designs

Interactive prototypes

handoff

Stakeholder reviews

Iterations

Detail fixing & polishing

DISCOVERY

I was given the opportunity to join this project after the Experience and Strategy team had already held a few workshops with the client, defining the vision and key features of the platform. In a short time - less than one month - I created an extensive prototype of a user journey, determined the product's visual language, designed over 50 high-fidelity desktop screens, revised five main sections multiple times, received approval of the visual direction from the client, established a base for the design system, and aided in the usability testing.

USER RESEARCH

Apart from the data we received from the client's questionnaire, we didn't have any proof that the problems we were trying to solve actually existed. So we used qualitative and moderated remote testing with 15 participants from various fields of game development - actual developers, designers, entrepreneurs, and people not directly related to this industry, like graphic designers or marketers. Initially, we wanted to understand peoples' current behaviors and the problems they have been facing throughout their careers.

Top insights

1. Users feel they don't have a platform dedicated to their job market.

2. Business knowledge in the game industry is scarce.

3. Getting the right education is a challenge 

4. Users want to know how to acquire funding.

5. Finding quality industry talent is a challenge

Product overview

Onboarding

The goal of the onboarding was to make the process of creating an account as smooth as possible, whilst gathering important information about the user in order to suggest relevant content throughout the platform.

Activity feed

The activity feed is a central place where users can find the content from all platform sections. The feed lets the user view the content in the following, popular, or my activity tab. I suggested having an activity tab as we descoped in-platform notifications. Hence, the user has a central place with all his/hers activities like comments, likes, or posts to keep track of recent activity, since we only have email notifications in the MVP. Four types of content will be present in the feed – questions, posts, showcases, and promoted content like courses or ads.

Discover

Discover is a place where people can find all the showcases present on the platform. They can filter by an extensive tagging system which is used to manage content throughout the site.

Showcase

The goal of the showcase is to give game developers and all professions associated with game creation space to present their work, as there is currently no platform that would solve this need. Unfortunately, because of a tight deadline, we couldn't offer a complex modular approach, as seen in the prototype. Still, we believe that a rich text editor will give our users enough tools to present their work. On the other hand, we decided to limit the options of free text editor in terms of fonts, font sizes, and colors to ensure visual consistency throughout the platform.

User and project profile

The User's Profile is one of the essential sections on the platform as we hope that in future releases, it could substitute a traditional portfolio website, which will be a powerful combination with the Job Board. Currently, you can find a cover picture, profile picture, profession tags, experience tags, bio, and showcases. The project profile has a very similar layout and feature set; the only difference is that multiple users, or creators as we call them, can collaborate in creating a showcase or work on various templates.

Workspace

The purpose of the workspace is to be an interactive space where users can advance their projects. Users could work as individuals, collaborate with teams, or whoever they want to invite to their workspace. The workspace could contain a range of interactive templates that they could apply to outline their business. Templates could range from strategy to business model, to pitch deck to game design document.

Conclusion

NINE66 is my first project with such a large team and also a first project where I had a chance to lead multiple designers. I was fortunate to get this opportunity as I feel like this platform will help game developers improve their prospects and chances to succeed in the gaming industry. The biggest challenge of this project is a very tight deadline which puts the whole team in a very performance-demanding position.

My takeaways

Running a project using an Agile approach presented many challenges, with design and development teams having to start simultaneously. It was difficult to keep track of design changes from the client and developers, organize files and documentation, plan design tasks, and attend multiple meetings daily while being ultimately responsible for the final deliverables.

To combat this, I delegated some of the tasks to other team members, which gave me more time for production. This taught me the importance of trusting my teammates and not trying to do everything alone.

With the tight deadline, I also learned how to prioritize tasks and compromise on features that bring the most value with the least impact on the development time.

Daniil is a diamond in the rough in the field of design. There is no comfort zone he needs to step out of as his flexibility, efficiency and rapid, creative solutions make short work of any obstacle. All this is rooted by a deeper understanding of each design's purpose coupled with his acute aesthetic senses. The world would be a more beautiful place if more designers were of his caliber.
Ennis Elmudir, UX Lead