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Om Tandon's Blog   Expert Blogs


Current Designation: Director of UX @ DIGIT Game Studios

Past Designation: Senior UX Designer @ Gameloft, UX/UI Creative Director@ Tap to Learn/ June Software (Y combinator incubated startup)

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12+ years of holistic experience, building teams, processes, UX pipelines & creating massively entertaining & monetising experiences for worlds best known IP's including, Disney, 20th Century Fox, Hasbro, Marvel and many more.

With a B.Sc (Hon) in Economics & Consumer behaviour backed by a masters in Advertising, users and their journey is pretty centric to my approach.

I believe in building product experiences from ground up. I am fascinated and passionate about UX design & research both as a strategy implemented at an products origin, when it is being conceived keeping it UCD focussed, and fixing whats broken in existing products. 

Having a background in Behavioural Economics and Graphic design helps me bring a balanced view to design solution keeping in mind users needs and aesthetics of the over all design.


Expert Blogs

Posted by Om Tandon on Mon, 18 Sep 2017 09:53:00 EDT in Business/Marketing, Design, Production, Serious, Smartphone/Tablet
Rapid prototyping and play testing a high fidelity Match 3 game from part? All that and more without writing a single line of CODE!

2017, What does the future and success of UGC games looks like? A deep look at UX of 4 games that leverage the power of user generated content, empowering users to create content for monetisation, disrupting the way millennials consume stories and fiction

Step by step approach of how to build and test your game UI prototypes in pre production stage, starting from product brief, game specs. to UX flows for usability testing and iterate on player feedback much ahead of full production!

Posted by Om Tandon on Tue, 03 Jan 2017 09:46:00 EST in Design, Production, Serious, Social/Online, Smartphone/Tablet
Should game developers take moral responsibility for endorsing hedonic monetisation and pushing suggestive adult content to an impressionable player base?

A close look at some seemingly unconventional monetisation patterns in F2P games, designed using Behavioural economics that work incredibly well.

Posted by Om Tandon on Wed, 12 Oct 2016 10:35:00 EDT in Audio, Design, Production, Art, Serious, Social/Online, Smartphone/Tablet
UX analysis of how Marvel contest simplified and resurrected classic brawler genre for mobile, applying "Supermarket" psychology of real world stores to it's digital shop, creating greater engagement and leveraging monetisation!

Om Tandon's Comments

Comment In: [Blog - 08/28/2017 - 10:19]

Nice to see Game design ...

Nice to see Game design perspective on Gestalt 's Laws. They are pre-dominantly referred to in visual design most of the time. You may also want to add Gestalt 's Characteristics of Summarised experiences to your arsenal : . Here is a article I wrote on it r n Insights ...

Comment In: [Blog - 04/13/2017 - 09:25]

Thanks Hugo, Glad that you ...

Thanks Hugo, Glad that you liked it

Comment In: [News - 03/21/2017 - 04:59]

Great share I find this ...

Great share I find this the best definition of meta game i have read or heard so far: r n r n The metagame isn t something a developer necessarily can create, he said -- that s up to the players. It s like a toymaker making a toy with ...

Comment In: [News - 03/17/2017 - 05:00]

I had no doubt Episodes ...

I had no doubt Episodes will became a huge hit, and I have written about it in early January. While I really like the approach Episodes ' has taken by creating a new niche using time shifted media approach and feel the platform for UGC is great, it does come ...

Comment In: [Blog - 03/13/2017 - 05:26]

Nice Desk research is one ...

Nice Desk research is one of the cheaper methods to start with when starting demographics research, I agree researchers sometimes tend to start using assumptions, when concrete data is not available. Options and tools you have provided here seem to be really good for getting premelinary data fast and free ...

Comment In: [Blog - 01/03/2017 - 09:46]

I totally agree, Choices appeared ...

I totally agree, Choices appeared after Episodes, in order to emulate it 's success. Using peer pressure and social shaming on young kids deliberately is not only is fuelling hedonic monetisation, it 's also sub consciously having a impression on the young minds shaping their opinion to become more materialistic ...