JYLLIAN MARIE THIBODEAU, UX SPECIALIST
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  • 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
  • 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: PSP
Studio: Harmonix, Backbone Entertainment
Publisher: MTV Games, Electronic Arts
rockband.com

A single-player handheld title, Rock Band Unplugged was developed off-site by a third-party studio.  This called for a very different approach to design and evaluation.

Creative vision on this project was driven by Harmonix's Boston studio, but primary development was handled by Backbone Entertainment in California.  This required tight communication between teams to keep design goals synchronized.

I worked with production teams on both sides to determine a schedule of iteration and ensure that features and mechanics could be evaluated and revised as they came in.  From there, cooperation with QA allowed us to knock down critical bugs and identify our best build candidate as each playtest approached.

In addition, many of the elements that had defined Rock Band— friends, loud music, physical activity— were absent from the PSP game.  Numerous mechanics were prototyped to capture the spirit of the console experience on a new platform.  The final gameplay involved a player 'spinning plates'— alternating between each instrument and trying to keep up.


My contributions included...
  • Channeling UX feedback between the main studio and third-party partner.
  • Collaborating with remote and local teams to plan milestones and isolate builds for playtesting.
  • Designing methodologies for evaluating a unique game within an established brand.
  • Analyzing and comparing gameplay design prototypes.
 
Typical design questions
  • What familiar mechanics might a player expect from a handheld Rock Band game?
  • How can we create a solo experience that leverages the best elements of multiplayer?
  • How many mental streams can a player manage simultaneously?  Is it fun?