Emma Varjo
@eevarjo
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Aiming to make the best experiences in the most sustainable and enjoyable way with great people
Joined August 2017
Hello there! I'm Emma, a UX strategist (handling all from planning and executing design, research and beyond) currently leading the UX efforts at @Frozenbyte Also known to speak about UX, run UX related conferences, and strike poses when needed #WhatAGameDevLooksLike
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Looking forward to getting back to some GLN online events! Want to join in? Send us your talk idea and help host a networking session!
Would you like to be part of our new Games Leadership online networking events? We're looking for Games Industry at all stages of their career to give a short talk (15-20mins) sharing a valuable insight or learning on the theme "In Retrospect..." https://t.co/f4po4OCIZ6
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I'm so excited to give a talk on how I ensure my projects are player centric in all development phases. I'm equally excited to visit Brno after a long break and explore the game dev scene there!
Give it up for @eevarjo, a Design Manager from @RedhillGames! In her talk at Game Access ‘24, Emma will tell us all about how to apply a player-focused approach to games development 💖 https://t.co/XoRgPFSEhT
#gamedev #conference #brno #gameaccess24
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One of the things the games industry often fails to do is promote the right people. We promote our high performers, sometimes we promote the squeaky wheel, and worst of all we will push people who aren’t ready into roles of responsibility with no support or training simply to
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I've bern a fan of this approach for a long time. Often the conversation paints this as an either-or situation. Buy it need not be!
@CotyCraven Also disabled folks shouldn't have to go hunting for the options we need to play. Having an accessibility menu is in and of itself an accessibility feature. There's also no reason subtitles can't be both under the display settings and additionally in an accessibility menu.
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I know it depends on art style etc but, high frequency contrast like this, from pure white to pitch black, of both background elements and foreground elements, gives me art direction failure/school project/asset flip vibes a short thread on visual contrast 🧵
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We need more heroes and resources like these! 🥰
Hey y’all! I got the chance to work with @Dove & be apart of the world’s first complete guide for coding textured hair and protective styles in video games & it’s finally live! ✨ Check my bio to take a look! 🔥 #CodeMyCrown #MyHairMyCROWN #CROWNProud #DovePartner
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Hello game designer friends! There's a team working on a promising game in a country with no access to industry veterans. Their game has a combat focus. They've asked if they can get some coaching from an experienced combat designer. Anyone available? RTs and Tags appreciated!
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Comfort zones are weird. I was more nervous about flipping crepes today (my excellent husband usually handles it) than giving a talk for 100+ people last night.
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Xbox Research is looking for study participants who are adaptive gamers! Please see if you qualify as a participant here:
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This is something I've tried to tell many people: playtesting your game doesn't instantly mean you need to make your game easy. It means that you know if the actual experience players have is close enough to your vision. If not, you can change it so it is!
Playtest isn't to dictate how your game should be. It's to make sure you're creating the experience you think you are creating. The end result of your playtest can still target a specific audience or be very hard! You just want to make sure you're not having critical oversights
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Announcing a new initiative to improve player experiences and raise accessibility standards in the games industry. We’re #AdvancingAccessibility. 🧵
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TEN TIPS ON HOW TO SPEED READ: One of the most valuable classes I took at Harvard was a short course on speed reading. Here's what I learned:
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