My achievements

at

Finger Food Studios / Making Fun

  • Cross-Continental Collaboration

  • Cross-Continental Collaboration

  • User-Centric Design

  • Global expansion and localisation

What I learnt

Mastering Communication & Project Management at Finger Food Studios

Developing Confidence

My initial experience at Finger Food Studios was a baptism by fire. The CEO, known for his strict approach, instilled in me the importance of polished presentations. He would have me rehearse pitches repeatedly, pushing me to trust myself and the project I was presenting. A memorable phrase he used resonates with me to this day: "Imagine your team members as spinning plates on sticks, like the ones the circus performer keeps going. It's your responsibility, along with your team, to give them just the right spin to keep them going – not too much, not too little, or they'll crash." This metaphor perfectly captured the essence of effective leadership.

Leading Freelance Teams

My artistic and design expertise was further challenged by coordinating over 20 freelance 2D and 3D artists. Ensuring timely delivery, collecting and managing feedback, acting as an intermediary, and maintaining a balance between empathy and results required a multifaceted skillset. This experience honed my project management abilities and leadership skills, allowing me to effectively manage and motivate a diverse freelance team.

Are you interested? Keep reading below!

About

Finger Food Studios / Making Fun

My experience there:

2011-2015

Category

Apps & Entertainment

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Building and Leading Creative Teams at Finger Food Studios (2011-2013)

Pitching & Production Management: Leveraging experience from Sabarasa, I secured project pitches for major North American brands. Returning to Buenos Aires, I transitioned to production management, assembling and leading a team of freelance artists for Vancouver-based projects. This role honed my leadership skills in managing contracts, feedback, workflow, and payments. Additionally, I secured a dedicated artist workspace, fostering collaboration and efficient production.

Enhancing User Experience & Expanding Reach at Making Fun (2013-2015)

  • UX/UI Optimization: My expertise was instrumental in streamlining the UI of a hidden object game for Facebook, which had become cluttered over time. By prioritizing a clean and intuitive interface, I catered to the game's target audience – older housewives who prefer casual gaming experiences.

  • Global Expansion: Played a key role in expanding the game's reach to social networks in Russia, Australia, and Japan. This involved managing localisation efforts, overseeing accurate translations, and collaborating with stakeholders on each platform.

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Product durability (HX)

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Freelancers managed

Freelancers managed

Project Pitching

Project Pitching

Cross-Continental Collaboration at Finger Food Studios

While working at the Canadian studio, I collaborated closely with another Creative Head based in India. Together, we formed a highly effective team, specialising in crafting compelling deck presentations for new game concepts in response to diverse client Requests for Proposals (RFPs).

Our collaborative approach yielded impressive results. We consistently delivered high-quality pitches that not only secured client buy-in for the initial phases of projects, but also went on to support developers in crafting prototypes that ultimately secured project approvals and green lights.

Project Pitching

Cross-Continental Collaboration at Finger Food Studios

While working at the Canadian studio, I collaborated closely with another Creative Head based in India. Together, we formed a highly effective team, specialising in crafting compelling deck presentations for new game concepts in response to diverse client Requests for Proposals (RFPs).

Our collaborative approach yielded impressive results. We consistently delivered high-quality pitches that not only secured client buy-in for the initial phases of projects, but also went on to support developers in crafting prototypes that ultimately secured project approvals and green lights.

Art Outsourcing

Art Outsourcing

Coordinating Outsourcing Teams

The art outsourcing phase of projects demanded meticulous coordination. Leveraging my experience and keen eye for user experience (UX), I ensured the artwork adhered to specific production requirements. My proactive approach facilitated swift communication and agile adjustments whenever needed, ultimately leading to faster turnaround times and high-quality deliverables.

Art Outsourcing

Coordinating Outsourcing Teams

The art outsourcing phase of projects demanded meticulous coordination. Leveraging my experience and keen eye for user experience (UX), I ensured the artwork adhered to specific production requirements. My proactive approach facilitated swift communication and agile adjustments whenever needed, ultimately leading to faster turnaround times and high-quality deliverables.

UX Research and Design

UX Research and Design

User-Centric Design at Making Fun

My time at Making Fun was driven by a strong belief in user-centric design. I coined the term "Frankenstein" to describe apps and games burdened by excessive features implemented without proper planning or user consideration. This philosophy was central to my work on the highly successful hidden object game, Hidden Express.

Recognizing the game's bloated UI, I spearheaded efforts to streamline the user experience (UX) and user interface (UI). This involved:

  • Simplifying the Interface: The number of on-screen buttons was significantly reduced, with functionalities grouped logically for intuitive user interaction.

  • Optimizing User Flow: A streamlined user flow was implemented, ensuring a clear and intuitive progression through the game's mechanics.

My user-centric approach wasn't limited to theory. Observing my aunt's gameplay habits, including her slower mouse clicks and difficulty navigating complex interfaces, provided invaluable real-world user testing long before the term was widely used. These insights informed a complete overhaul of the UX/UI strategy, ultimately enhancing the accessibility and enjoyment of Hidden Express for a broader audience.

UX Research and Design

User-Centric Design at Making Fun

My time at Making Fun was driven by a strong belief in user-centric design. I coined the term "Frankenstein" to describe apps and games burdened by excessive features implemented without proper planning or user consideration. This philosophy was central to my work on the highly successful hidden object game, Hidden Express.

Recognizing the game's bloated UI, I spearheaded efforts to streamline the user experience (UX) and user interface (UI). This involved:

  • Simplifying the Interface: The number of on-screen buttons was significantly reduced, with functionalities grouped logically for intuitive user interaction.

  • Optimizing User Flow: A streamlined user flow was implemented, ensuring a clear and intuitive progression through the game's mechanics.

My user-centric approach wasn't limited to theory. Observing my aunt's gameplay habits, including her slower mouse clicks and difficulty navigating complex interfaces, provided invaluable real-world user testing long before the term was widely used. These insights informed a complete overhaul of the UX/UI strategy, ultimately enhancing the accessibility and enjoyment of Hidden Express for a broader audience.

Platform Expansion

Platform Expansion

Global expansion and localisation

My contributions at Making Fun extended beyond UX/UI improvements. I played a pivotal role in expanding the game's reach by spearheading its launch on social network platforms in Russia, Australia, and Japan. This ambitious undertaking presented several challenges:

  • Cross-Cultural Localisation: Ensuring accurate translations for diverse audiences required meticulous localization efforts. This included managing the translation process, working with translators to adapt the UI content for each market, and considering cultural nuances.

  • Global Stakeholder Management: Coordinating with stakeholders across multiple overseas social network platforms demanded effective communication strategies. Despite 12-hour time zone differences, I maintained weekly communication channels to ensure alignment and address any concerns promptly.

  • Diverse Alphabet Support: The UI needed to adapt to languages with different alphabets (Cyrillic, Japanese, etc.) I collaborated with the development team to ensure seamless UI rendering and user experience across all targeted regions.

Through proactive management and a commitment to cross-cultural communication, we successfully launched Hidden Express on social networks in these new territories, significantly expanding the game's player base.

Platform Expansion

Global expansion and localisation

My contributions at Making Fun extended beyond UX/UI improvements. I played a pivotal role in expanding the game's reach by spearheading its launch on social network platforms in Russia, Australia, and Japan. This ambitious undertaking presented several challenges:

  • Cross-Cultural Localisation: Ensuring accurate translations for diverse audiences required meticulous localization efforts. This included managing the translation process, working with translators to adapt the UI content for each market, and considering cultural nuances.

  • Global Stakeholder Management: Coordinating with stakeholders across multiple overseas social network platforms demanded effective communication strategies. Despite 12-hour time zone differences, I maintained weekly communication channels to ensure alignment and address any concerns promptly.

  • Diverse Alphabet Support: The UI needed to adapt to languages with different alphabets (Cyrillic, Japanese, etc.) I collaborated with the development team to ensure seamless UI rendering and user experience across all targeted regions.

Through proactive management and a commitment to cross-cultural communication, we successfully launched Hidden Express on social networks in these new territories, significantly expanding the game's player base.

Alejandro Luna | UX/UI Designer & Producer

Alejandro Luna
UX/UI Designer &
Producer

©2024 ALE LUNA DESIGN/

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©2024 ALE LUNA DESIGN/

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