diamond-start

Solving production
bottlenecks

Overview

2K Games develops and publishes video games globally. Every asset for every game must be managed, reviewed, and approved before being published.

My Role

 Strategy
 Research
Product design
Usability testing

Team

Product Manager
UX Researcher
3 Engineers
 Production manager

Challenges

 Siloed teams
 Project multitasking

Problems to solve

2K was using an antiquated product and broken process to record feedback and approvals of in-game assets. The platform had significant tech and UX debt from years of neglect. It was hindering productivity with low user satisfaction.

Business Objective

Redesign the entire experience to create an efficient process using proprietary software that enhanced overall production and reduced error frequency. This solution became known as LARS or Legal Asset Review System.

User-centered Agile process

Unlike traditional Agile, our user-centered hybrid approach incorporated testing and feedback at every stage of development, including during planning, design iterations, and after each sprint. 

process_8c

Research

We began the design process by getting to know our users and understanding their current workflow. We conducted a heuristic evaluation of the existing product and documented the requirements.

user_icon2

User interviews & surveys

8 interviews
26 surveys
5 screen recordings

LARS_research_logos1

Comparative analysis

Project managment tools
Ticketing systems
Asset Managememnt
Media viewers
Commenting experiences

LARS_research_logos2

Psychological research

Gamification methods
Cognitive Drift
Content blindness

Audit of current process

We performed a deep dive into the current process to help visualize the pain points and jobs to be done.

Lars25_audit1_12c

User personas and journey mapping

It was crucial to get to know our users. There were three very distinct user personas to consider. Mapping helped us identify pain points, and uncover opportunities for improving the process and interaction with the product.

Lars_personas-2
Lars25_uJourney1_12c

Jobs to be done

JTBD research helped us inform user stories and prioritize features. Within an Agile framework, we felt more confident our solutions addressed our user's needs.

Jobs-to-be-done2_6c

Research learnings

Our analysis revealed many insights and takeaways that provided valuable understanding and direction. 

Legal users were unfamiliar with common UI patterns
Siloed teams used different tools
Many tickets would share the same information

Users wanted faster data entry
Intuitive keyboard shortcuts
Batch editing

These discoveries helped define and prioritize the product’s requirements. As well as guided our next step of creating solutions to solve our user's problems.

Ideation

We generated a large quantity of ideas and potential solutions via brainstorming and SCAMPER methods.

User Flows

We studied and explored better solutions for organizing, structuring, and labeling our content. Eventually choosing a ticket system that moved along a Kanban board. We color-coded each stage of the journey, so at a glance, users could readily identify the stage of each ticket. 

Lars_flow_progress

Ticket creation in bulk

Game assets were often delivered in large batches and with accelerated timelines, leading to long hours, fatigue, and errors. Bulk uploading needed a nuanced approach. From the beginning, LARS was built so users could use a .csv file to organize and upload hundreds of assets at a time.

Lars_flow_create

Gamification

Research showed that some users found LARS to be tedious data entry. While UX improvements made it more efficient, gamifying the system had the greatest impact on morale. A leaderboard and leveling system awarded points and reward icons for tasks completed. Managers boosted engagement by organizing competitions with tangible prizes during critical work periods.

Lars_vd_leaderboard

Asset review

Legal users needed to compare game assets with inspiration sources or public domain content, including zooming in on images and videos. To avoid reinventing the wheel, we analyzed popular products to find the best zoom and pan experience that met user needs while staying within time and resource constraints.

Lars_vd_ticketview

Testing our solutions

We continuously tested features, UI patterns, and user flows to ensure optimal usability. While this was typically done using working software, we also tested with concepts and prototypes. We identified several challenges and issues, the most noteworthy are outlined below.

User fatigue

Research showed that users made the most errors when fatigued working late. To help, we built an import test that flagged specific CSV lines with errors, reducing mistakes.

Yet, production speed and user satisfaction remained low. Further research and testing revealed stopping the import to fix errors felt too restrictive. We pivoted to let users decide how to proceed. This flexibility boosted productivity and user satisfaction.

Lars_vd_importError

External users

Legal users faced two key challenges: sharing sensitive assets over email with outside counsel and needing a way to highlight specific parts of an asset.

We petitioned IT and engineering to improve access for outside vendors. Then, we designed and tested a feature allowing legal users to pin comments to specific parts of an image, automatically generating a cropped view. 

Lars_vd_legalcrop

Hawthorne effect

Our product was in beta, being tested with a small but real project. While initial user feedback was overwhelmingly positive, we suspected the Hawthorne effect—where people alter their behavior because they know they're being observed. To get more authentic insights, we conducted a contextual inquiry by joining users during a late-night crunch session. In their natural work environment, users provided significantly different feedback, revealing crucial pain points that weren't evident in earlier testing.

hawthorne

Visual Designs

Here are some of the product's visuals, showcasing the user interface patterns across the platform.

Expanded and filtered view asset tickets

Lars_vd_largeThumb

Single ticket creation

Lars_vd_import

Bulk editing

Lars_vd_edit

User profile view

Lars_vd_user

Conclusion

LARS was a successful reinvention of an antiquated workflow built on outdated software. User satisfaction increased significantly. Managers reported faster onboarding of new users. Error frequency dropped by 68% and projects are being completed 32% faster. 

These improvements have increased the overall efficiency of 2K’s game publishing at large. Teams now have more time to focus on other areas of game production. To date, the software has handled over a 5,00,000 assets and counting.

68%

Error frequency improvement

32%

Production time

diamond-end

Keith Echevarria
San Francisco, California