Fiction Factory is a proprietary internal game engine at King and as such is protected property that cannot be revealed publicly. Due to this, I am unable to show designs or visuals from my time in the Fiction Factory team. Instead, here is a breakdown of achievements & responsibilities during my tenure. Thanks in advance for your understanding.
Above: example of a node graph system from Unity.
The original Node Graph system in Fiction Factory had no way to ingest or handle events or data sources inside the engine, having to be coded manually in Javascript files. I designed a way for users to create, edit, delete and manage events and data source files inside the engine GUI, without having to work with code. This received unanimous praise from users across multiple testing sessions.
For each project, I created detailed documentation that guided developers through the goals of the feature, how it works, and exactly how every aspect is intended to function, from standard functionality through to edge-case scenarios. This received wide praise from developers, and reduced followup consultation time by approx. 90%.
Example of a clipping mask outline highlighted in red.
Designed a system that would communicate how masks are being implemented by the engine in real time, based upon hover/click interactions from the user. This helped users understand which layers are being used as masks vs which layers are being influenced by the mask layer(s), and significantly improved user-friendliness of masking in the engine GUI.
Testing methods included surveys, moderated and un-moderated usability test sessions & A-B tests.
"Jon is a remarkable Senior UX Designer. His unique blend of creativity, technical proficiency, and deep understanding of user behavior has significantly enhanced our product offerings at King. A collaborative team player and innovative thinker, Jon’s contributions have been invaluable. Highly recommended!"