M² is an ecosystem empowering a network of interconnected virtual worlds with features that enable UGC, interoperable ownership, social interaction and gameplay.

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EXAMPLE PROJECTS - POWERED BY 

SCAVLABS (Scavengers)

An experimental live event platform built into Scavengers, allowing thosands of players to participate in unique multiplayer experiences in a shared communal hub.

THE SECOND TRIP (The Otherside)

A record-breaking achievement in virtual events that brought 7,000 concurrent players together in an epic journey to shape the wold and story of The Otherside.

JITTER GAMES

A collection of Twitch integrated minigames, providing new forms of audience engagement and monetisation for Twitch streamers.

RESPONSIBILITIES

As the Design Lead of M² Consumer Experience, I oversee the design of all user-facing platform features developed in Unreal Engine 5.

Vision - Co-authoring product vision with the VP Creative and roadmap with Executive Producer. 

Direction - Driving design direction and defining feature set to make the consumer experience more approachable, social, interactive and modular.

Leadership - Leading multidisciplinary teams, working day to day with designers, programmers and artists to review progress, provide feedback and support.

Quality - Defining quality criteria, working closely with stakeholders to achieve an effective balance of feature scope and quality given time and resource constraints.

Collaboration - Building collaborative relationships with external project leads to understand their needs and problems, presenting direction and progress to create excitement and alignment.

KEY DELIVERABLES

STRATEGIC INITIATIVE ROADMAP & DESIGN PROCESS 

Situation - We needed a clear product vision aligned with company strategy and a roadmap to support partner projects.

Task & Action - I co-authored the product vision with the VP of Creative Strategy, setting aspirational pillars to guide feature development.

I worked with Executive Producer to structure a coherent roadmap, transforming scattered feature requests into user stories tied to strategic initiatives.

To drive execution, I created feature briefs outlining the problem ("why"), audience ("who") and design constraints ("how"), allowing the team to ideate the right solutions ("what").

Result - This effort helped us align on and communicate our direction and develop features that are prioritized based on user value and customer needs rather than out-of-context requests. 

Furthermore, it reduced redundant feature development time for downstream projects using our platform as we prioritized and started developing modular, reusable features, which also ensured a consistent user experience across projects built on these foundations. 

APPROACHABLE PARTICIPATION

Situation - Partner projects needed an accessible experience for non-gamers. Making ease of participation was a top priority.

Task & Action - I led this initiative, collaborating with gameplay engineers and tech designers to design and plan features while balancing scope and quality. I managed the feature team, monitored progress, set up playtests to gather feedback and iterated based on findings and feedback.

The features delivered in this initiative include approachable locomotion options like click-to-move, crowd control tools for event hosts and smart camera solutions for passive engagement. I designed these features to be modular, allowing partner projects to configure or disable them as needed. They are fully compatible across all target platforms (desktop, mobile, web) and control schemes (keyboard & mouse, mouse only, touch, gamepad), with an optimized UX approach for each, planned from the start through detailed mockups.

Result - Approachable participation features were successfully integrated as the new default for the M² platform. It was used in over a dozen live experiences such as MLB's Virtual Ballpark, helping expand their audience by lowering the barrier of entry.

INTERACTIVE DIGITAL ASSET SYSTEMS

Situation - I identified an opportunity to improve interactivity and add functional value to interoperable digital assets, strengthening M²’s business model.

Task & Action - I pitched and led the development of a core inventory and interaction system. I defined an ontology for interoperable MML digital assets (equip, place, interact, wear, play) and designed data-driven UX solutions to make them more interactive and reusable across projects. I collaborated with engineering on implementation, appointed tech leads and championed adoption across projects.

Result - This initiative transformed static digital assets into functional, interactive elements and increased their utility across virtual events. It also strengthened the foundation of digital commerce by adding functional value beyond cosmetics.



MOBILE SUPPORT & UX

Situation - M² projects were not accessible on mobile devices, which greatly limited audience reach. 

Task & Action - I led a feature team to introduce mobile device support with full feature parity for navigation, interaction and communication features. I designed and drove the implementation of an optimized UX for mobile from the ground up and improvised design solutions to counter numerous resource and technical limitations (especially involving cloud streaming services such as GeForce NOW). 

Result - Successful and timely delivery of this feature greatly expanded our audience reach and became a key selling point for the M² ecosystem. 

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