Hired as a visual designer for PortalTech Reply to work on a redesign of Sony's publishing platform. The Content Pipeline enabled Sony's partners to submit games, applications and related content.
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1
UX Lead
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1-2
UI Designers
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4-6
UX Designers
A SPECIAL thanks to Andy Iosifescu (UX lead) & J.J Baker (UI designer) with whom I worked closely on this project.
01
A global PlayStation initiative that aimed to modernise and standardise game submission and publishing. In the past there were multiple submission platforms (one per region), the aim was to create a single platform accessible to both Sony's partners and internal users. The new platform would be optimised, minimising page clicks and page loads, with fewer simpler systems and duplication.
Web app
UI Kit / Style guide
02
I assisted the established designer who had already began exploring the visual identity for the Content Pipeline. With PlayStation already possessing a comprehensive styleguide, fonts and colours could be adopted as a base and be altered or expanded when necessary to suit the platform and user needs.
03
Once a basic identity had been agreed upon by the UI and UX lead, we started on a single work package (individual sections / journeys of the platform) and began translating a multitude of wireframes set by the UX into high-fidelity mock-ups, covering full journeys and micro interactions.
UX / UI would then collaborate with development teams walking through the designs to communicate how the UI worked and the rationale behind it. This allowed the front-end developers to ask questions and advise how best to export assets.
04
Whilst design was taking place, it was necessary to record our current design patterns and document into a progressive style guide. As more work packages became available to us, multiple iterations of the style guide would be promoted to the development team.
05
Available space was always factored when designing our table components as we had to be able to support text that would be translated into Japanese.
With UX designers focusing solely on their individual work package, this sometimes meant new UI patterns were being discovered and put forward. These solutions would solve their specific issue but would introduce yet another pattern to a list of existing patterns that serve the same function.
Occasionally these new proposed patterns would be more elegant than the current, and so we agreed to apply and replace said pattern across all work packages. Other times UI and UX had to come to a compromise on which pattern was to be used with the rationale being consistency, optimisation and better performance.
A video game brand producing home and hand-held consoles, and interactive entertainment.
06
The design could only evolve so much with time scales we were given, but we were always looking at what the end design should / could be, and attempted to make small changes whenever possible to see we met that vision.
Worked closely with UX lead to explore style changes, fluid full-screen widths and more aesthetically pleasing visuals.