Om Tandon's Blog
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.
Why and How to create Hi-fidelity game UX prototypes that rival finished game's feel to gather qualitative user data or pitch a new idea, way early in pre-production.
Bandersnatch: Netflix's attempt at gamifying cinema is a commendable attempt but leaves more to be desired, ideas on how it can benefit from deep learnings & psychology of games.
"Daily Routine" features that bring players repeatedly back to games are fast becoming a trend, in this post a close look at the Persuasive UX principles that Game & UX designers use to intrinsically motivate players to keep coming back for more!
Is it just me or are UX Playbooks, UX Pattern Libraries, UX Style guides not talked about enough and incorporated as often as UI style guides or brand style guides? Are these just buzzwords or do they really not matter? Or is there some kernel of truth an
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
Om Tandon's Comments
[Blog - 01/02/2019 - 10:02]
Interesting analysis Josh..and I agree ...
Interesting analysis Josh..and I agree with your assessment of too much choice..I will soon be publishing my own take on the movie with a UX angle though and the concept of bounded rationality in decision making rather than an endless rabbit hole approach.
[Blog - 09/06/2018 - 09:21]
It 's jumping to conclusion ...
It 's jumping to conclusion without data and analysis that F2P games, run out if steam, .Right now top grossing charts on appstore are dominated by casual and mid-core F2P games, that are over 4 years old and are not only increasing their monetisation but retention numbers as well yoy. ...
[Blog - 08/30/2018 - 03:26]
Thanks Yes, Games industry is ...
Thanks Yes, Games industry is now beginning to adopt UX as a discipline and many small and big devs. now have dedicated UX designers on their team involved in game development. It 's easy to mistake UX to be similar to UI. UX encompasses rules on UI and visual design, ...
[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 ...