Each production has its own teams, engines, audiences and
constraints. Yet they run into the same UX problems:
game settings, progression, navigation, accessibility and platform
compliance.
The project grew out of a shared observation within the UX community of practice:
every production has its own level of UX maturity, and designers are sometimes
brought into projects late. On top of that, no shared design system existed
for game projects.
There were only two of us to drive this initiative across the organisation.
That constraint meant building a system that was useful without trying to cover
everything, and thinking about its adoption as carefully as its content.