JYLLIAN MARIE THIBODEAU, UX SPECIALIST
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    • Immutable >
      • Eri's Store
      • Altar of Sacrifice
    • Hireup >
      • Expediting Onboarding
      • Automating Documentation
      • Project Dossier
    • Medical Director >
      • 2021: A GP Odyssey
      • Patient Timelines
      • Self-building Care Plans
      • Proactive Drug Warnings
    • UX Consultancy
    • Fantasia: Music Evolved
    • Unreleased Kinect Project
    • Dance Central Series >
      • Dance Central 3 (2012)
      • Dance Central 2 (2011)
      • Dance Central (2010)
    • Rock Band Series >
      • Rock Band Blitz (2012)
      • Rock Band 3 (2010)
      • Beatles Rock Band (2009)
      • Lego Rock Band (2009)
      • Unplugged (2009)
      • Rock Band 2 (2008)
      • Rock Band (2007)
    • VidRhythm
  • Home
  • About Me
  • CV
  • Projects
    • Immutable >
      • Eri's Store
      • Altar of Sacrifice
    • Hireup >
      • Expediting Onboarding
      • Automating Documentation
      • Project Dossier
    • Medical Director >
      • 2021: A GP Odyssey
      • Patient Timelines
      • Self-building Care Plans
      • Proactive Drug Warnings
    • UX Consultancy
    • Fantasia: Music Evolved
    • Unreleased Kinect Project
    • Dance Central Series >
      • Dance Central 3 (2012)
      • Dance Central 2 (2011)
      • Dance Central (2010)
    • Rock Band Series >
      • Rock Band Blitz (2012)
      • Rock Band 3 (2010)
      • Beatles Rock Band (2009)
      • Lego Rock Band (2009)
      • Unplugged (2009)
      • Rock Band 2 (2008)
      • Rock Band (2007)
    • VidRhythm
Picture
Release: 2009
Platform: Xbox 360, Playstation 3, Wii
Studio: Harmonix
Publisher: MTV Games, Electronic Arts
thebeatlesrockband.com
It's a magical thing to create a game for your favorite artists, and  maddening not to be able to tell anyone about it.

The Beatles Rock Band was in development for over a year before it was announced, and the secrecy involved in the project was one of its defining qualities.  This posed a huge problem for playtesting— we were not allowed to bring in 'outsiders', but still hoped to market the game to folks who may have never encountered a Rock Band title before.

I asked fellow employees to refer friends or family members who came close to our demographic.  This usually resulted in a band of four non-gamer playtesters meeting for the first time in our lobby.  Luckily, nothing draws people together quite like the Beatles, and more than a few friendships were forged in the playtest lab that year.

We supplemented our limited research with extensive internal playsessions. The entire studio staff was sorted into five-person, interdisciplinary groups, which each met weekly to play the game.  In addition to ensuring that every person creating the game shared the experience of being a player, developers had opportunities to discuss issues and communicate across teams.  This system proved so effective that it was implemented for every subsequent development cycle.


My contributions included...
  • Researching play patterns with inexperienced and mature gamers.
  • Translating player feedback into actionable design recommendations.
  • Creating a system of internal playtesting that involved every studio employee.
  • Maintaining a database of vetted external playtesters that represented our demographic.

 
Typical design questions
  • What onboarding does the game need to embrace new gamers?
  • What Beatles-related metagame collectibles are compelling to players?
  • How can we give each song a unique flavor?
  • How can we balance difficulty for both new and hardcore Rock Band players?