Kerbal Space Program 2:

Tutorials

Company: Intercept Games // My Role: UX Designer & Product Owner for Tutorials //

Additional Core Team: 2 Game Designers, 1 Creative Director, 1 Artist, 1 UI Engineer

Contributions:

  • Working on personas, user journeys, and foundational elements within the game

  • Reviewing all tutorials for text, content, and gameplay

  • Bringing more formality to internal playtesting and being the point of contact for external testing resources

  • Having a hand in all areas of the game creating flows, mockups, (Miro/Figma) and keeping documentation up to date for elements used to access, play and conclude tutorials

Tools:

  • Figma

  • Miro

  • Confluence

  • Unity

  • PC

Overview

The Task:

In my first full-time UX role, I dove into owning tutorials to make our game user-friendly and approachable for all players. It was a challenge due to the game's complexity, teaching people actual rocket science.

The Results:

During our testing with new users for the tutorial's early access phase, we observed them starting cautiously and becoming more confident and eager to play as they progressed.

The Approach:

1. Empathizing with All Players

2. Exploring FTUE/Tutorial Flows & Scenarios

3. Setting Standards for Approachability

4. UX/UI Documentation for Remote Work

5. Assessing Tutorials as a Whole

6. The Ultimate Test…User Testing

  1. Empathizing with All Players

It was both a business and personal goal to make KSP2 approachable to new players.

I knew there needed to be a heavy focus on balancing the experience for players ranging from beginners to the most dedicated KSP1 returners.

To Understand Our Players, I :

  • Created Personas for player skill levels and motivations

  • Outlined Emotional Journeys for each persona - noting the differences between beginning and advanced players.

  • Mapped onboarding from game launch to the end of the FTUE, considering how we guided players to Tutorials

Emotional Journey Mapping Identifying Peaks and Valleys in Our Onboarding Process

Personas Across Various Experiences and Play Motivations

First-Time User Experience Flows Based on Different Personas

2. Exploring FTUE/Tutorial Flows & Scenarios

Considering our different personas, I sorted out the info for each tutorial - what content to present, pacing of lessons, important terms to highlight, and how we provide feedback to the players for learning opportunities.

I also planned for various scenarios and Options to provide during tutorials, thinking about each persona’s journey and possible interruptions.

Player Options Through Each Stage of a Tutorial

Scenario: Player & Backend Actions for Starting New Campaign mid-FTUE.

Flows and Interactions for Entering and Exiting a Tutorial

3. Setting standards for approachability

Throughout the project, I supplied guidelines for layouts, written content and best practices. The goal was to make keep info bitesized, easy on the eyes, and memorable.

Guidelines touched on:

  • How to make tutorial lessons comprehensive

  • UI layout options for features with accessibility in mind, focusing on presentation, navigation, usability, readability, iconography, placement, colors, and writing

  • Using visuals & prototypes to show how these guidelines appeared and acted in practice

UX Guidelines for Tutorial Prompts

Options for Presentation & Content in our Tutorial Pause Menu

Entering and Exiting a Tutorial

4. UX/UI Documentation for remote work

A large part of my time was spent documenting UX & UI plans for features since there were a lot of details in this game and most devs worked remote.

UI Details Documented:

  • Redlines

  • Hit areas

  • Button states

  • Defined global UI tools

Redlines, Hit Areas, Spacing/Labels.

5. Assessing Tutorials as a whole

I was one of the main point of contact for internal & external User Testing.

How Tutorials were tested internally:

  • Group playtests/reviews conducted online with feedback tracked through surveys, documented reactions and open feedback

  • UX assessments covering overall tutorials feel, experience with controls and timing, pointing out any crucial missed steps hindering progress, and checking if we acknowledged and empowered players for their achievements

A portion of a solo assessment of the 1st Tutorial

6. The Ultimate Test…User Testing

The user testing caught the attention of our publishing team and management.

As a former researcher, I guided our testing focuses and participant criteria with our 3rd party researchers.

What we found:

Feedback was overwhelmingly positive, especially from new players who went in expecting the game to be either too cutesy or too difficult.

Rock, Paper, Shotgun review (Feb 24, 2023)

“Gaining proficiency in Kerbal Space Program can feel almost as complex as becoming a rocket scientist in real life. There's a lot of theory to wrap your head around if you want your space missions to be successful, even if your crew in this game does happen to be composed of little green cartoon people.

Luckily, KSP2 includes a thorough tutorial system that I cannot recommend enough.