JYLLIAN MARIE THIBODEAU, UX SPECIALIST
  • Home
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  • 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
  • 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: 2012
Platform: Xbox Live Arcade, Playstation Network
Studio: Harmonix
Publisher: Harmonix
rockband.com
An evolution of the gameplay explored in Rock Band Unplugged, this arcade title focused on network leaderboard play, offering tactical powerup abilities to maximize score.

Rock Band Blitz was designed as a way to enjoy the rhythm mechanics of a Rock Band title without having to set up the hardware.  The game provided a new use for the game's extensive song libraries, and dynamically generated levels from any Rock Band content purchased from the Rock Band DLC store.

To fill the social aspect of playing with a band, the game offered a network leaderboard, allowing the player to compete with friends asynchronously.


My contributions included...
  • Analyzing evolving strategy and tactics of new and top players.
  • Evaluating powerup prototypes for usability and player appeal.
  • Collaborating with QA to test integrated leaderboards by organizing internal tournaments.
  • Researching other score-attack social games, and encouraging team members to play together.

Typical design questions
  • How can we create a game that is fun and accessible for both new players and devoted highscore chasers?
  • What mechanics do hardcore players leverage to make the most of their score?
  • How can we give players exciting, but balanced tools to manipulate their experience?