Current Designation: Director of UX @ DIGIT Game Studios
Past Designation: Senior UX Designer @ Gameloft, UX/UI Creative [email protected] Tap to Learn/ June Software (Y combinator incubated startup)
Linkedin Profile: https://www.linkedin.com/in/omtandon
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.
How Golfclash leverages "Learning from your opponents" as an effective on-boarding tool, how "Psychology of Wager Systems, impacts casual gameplay and why "Timed Chest" in Golfclash and Clash Royale might be catching on.
Why and how are casual games pivoting towards mid-core features? How top tier Devs like Playrix are driving this change in the casual gaming space? A close chat with Playrix, developer of top grossing games like Homescapes, Gardenscapes, and Fishdom
For the first time a close chat with team at Rovio that built Angry Birds 2 and what led them to make those bold design decisions!
Rapid prototyping and play testing a high fidelity Match 3 game from scratch....best 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!
[Blog - 03/15/2018 - 10:45]
[Blog - 12/19/2017 - 10:46]
I believe, as more and ...
I believe, as more and more devs. start experimenting with the genre, it will be some trial and error to get the initial experience right.
[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 nhttps://www.gamasutra.com/blogs/OmTandon/20150128/235143/UX Insights ...
[Blog - 04/13/2017 - 09:25]
[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 ...
[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 ...