Storyboarding for Intel

There are no hard and fast rules for communicating complexity to stakeholders, yet when it comes to explaining a narrative visually I find that storyboarding pays dividends.
When it came to explaining the interactions and flow to both technical and non-technical stakeholders of a new game it sped design time up considerably.

Personas

I started by studying the existing game's data to understand the nature of the audience being targeted. From this I created a series of Personas on which to sanity check my designs as they evolved.

Gaming Strategy

The next step was to understand the gaming principles involved and to apply game theory to the original concept to see how robust the concept was. It was decided to base the game play on Magic: The Gathering, one of the most successful online games ever, naturally this proved to be quite robust, however due to the elements of the game being used in a different context and gaming environment there were some changes that had to be made.

Game Planning

I started to plan the user journeys and scamp out the initial UIs, working closely with both the Creative and Development leads. As is often the case these started to make their way on to the walls in the 'War Room' so that an end-to-end journey could be easily seen in one place.

Storyboarding

I storyboarded the processes from start to finish, both for the development and design teams and for Intel to show proof of concept. A series of online workshops were held with Intel in the US to both show progress and to explain design decisions.

High Fidelity Wireframes

Hifi wireframes with annotated interactions were produced for the final game before handing over to the development and creative teams.