HOME Outlaw State Version.

2017-2019 — Lead Social Gaming UXR, Co-Founder

HCI and UXR for the first version of the project ‘HOME Outlaw State’, a community-centered, social, ultra immersive Massive Multiplayer Online game (MMO), placed in a retro-futuristic Earth were a massive solar storm dismantled the foundations of contemporary technological civilisation.

In charge of the development team for Blackmouth Studios. Co-designed the gamification strategy. Operated the massive game dynamics. Designed the UXR Markers-rates system. Proposed the AI Heuristics, Ethics Heuristics, and Data Control Analysis for the Massively Multiplayer Online Game (MMO) HOME. Reinforced the social gaming interaction strategy by the EBDs Project (Even-Based Dynamics). Structured the collective gaming experience assessment through a AI-assisted profiling tracking system. Currently collaborating with BM Studios as investors and partners promoter & project advisor.

Below — HOME OSV video game light sample

I had the opportunity to project the HCI and UXR for the first version of the game ‘HOME Outlaw State’, a community-centered, social, ultra immersive MMO, placed in a retro-futuristic Earth where a massive solar storm dismantled the foundations of contemporary technological civilisation.

Below — HOME OSV video game character sample

As HCI director of the game, I aimed the project to offer individualised experiences to its users, building an entire world, full of mysteries, Easter Eggs, an always evolving fluid environment, great visuals, and modernised gaming styles profiling with experimental UX Research models that would be used for forecasting players’s expectations and building the story of the product the story of its users. Here’s a concept art by brilliant artist Gonzalo Sallés.

Below — Illustration for HOME OS 

Developing the UI panels work for any MMO is an immense task, complexity grows when the system needs to get people connected, opening channels to talk, creating dashes to make coordinate decisions, share news, buy items or acquire new skins or features. The HCI also needed to be connected with the UX Research tools (like the User Sustainable Differentiation model: see the USD) for feeding analytics, making data affordable for assessing players’s expectations and decisions, and evolving the game’s story line. Here’s an excerpt from the ‘launch screen front panel’ and the ‘chat/radio panel’.

Below — HOME HCI panel samples

Blackmouth Studios was officially born in April 2017, rooted in online software for video games creation, with a specific goal for designing the best player experience in MMOs by the hand of technology’s ultimate advances. Here some pics created by the BM team.
The project started as a conclusion of a one-year research process, analysing gamification strategies, successful and frustrated cases, and researching on psychosocial dynamics in massive multiplayer contexts. Visit Blackmouth Studios.