Let’s chat about my work and how I think about it.

Since I’m unable to share actual work from past companies, the examples below replicate my approach and output using myself as the participant. The goal is to demonstrate how I structure analysis and reporting for projects, with these focused on onboarding and early experience. I’m using Fortnite, Elden Ring, and The Witcher 3: Wild Hunt as my examples. I’d never played them before this.

First up, the first 15 matches of FORTNITE.

The below chart of 15 matches represent a new player’s experience. Extrapolated out, it illustrates what I might create based on dozens or hundreds of players.

I rated multiple aspects and took multiple metrics. I created this chart to visualize some of the main points and to tell a quick story of my experience.

I analyzed this data (and all other data on this page) as I would if it was a larger data set. I crunched the numbers in Excel and then used, among other methods, Claude Opus 4 AI to dig deeper. If I were at a company, I’d collaborate with a data scientist to help me massage the numbers and compare to telemetry.

I’ve found that one of the prime indicators in any type of game is whether or not the player feels like they had a fighting chance. For Fortnite, I always did, even if I died and even if I died early. In fact, statistically, the strongest predictors of fun were 1) feeling like I had a fighting chance, 2) if the match was on the longer side, and 3) if the challenge was high, but not frustrating.

Another one of the scores I gave each match was whether I wanted to quit (Yes, Kinda, No) and despite poor placements, I rarely wanted to quit, indicating I was positively engaged.

CONCLUSION: The data suggests that increasing match times in the initial rounds could boost players’ feeling that they had more of a fighting chance, which in turn could encourage longer play sessions. This effect may be driven by increased awareness of weapon placement, enemy movement/skirmishes, and/or overall map awareness.


Next up, the first 120 minutes of ELDEN RING versus those of THE WITCHER 3.

Both are open-world, third-person fantasy games—but with very different design philosophies. While I tracked more variables than are shown in the charts below, the visualized data tells a clear story. Additional metrics included learning how to play, feeling like quitting, and how often I died.

Elden Ring delivered high challenge and high frustration, paired with low clarity and minimal onboarding—conditions that only worsened over time. I rarely understood what I was supposed to be doing, and died frequently and easily. It felt as though the game was designed to punish rather than guide, making progress feel earned but exhausting.

Meanwhile, The Witcher 3’s design consistently set me up for success. From the start, I had clear direction, minimal deaths, and strong, consistent guidance. I always knew what I needed to do and where to go. Any dips in fun were typically due to long, unskippable cutscenes rather than gameplay issues.

CONCLUSION: Assuming FromSoftware’s goal is to broaden Elden Ring’s appeal and increase long-term engagement among newer or more casual players, the data suggests that playtime could be improved with the addition of optional, clearer in-game guidance.

This might include better cues for the alpha path, reminders that running away is a valid strategy, and brief pop-ups to reinforce combat basics/strategy. These could ease early frustration without sacrificing the game’s core challenge.

To put a cap on this analysis, let’s compare one more rating: wanting to quit.

As noted earlier, I also tracked my desire to quit at regular intervals. When charted, this metric reinforces the broader analysis—though it’s compelling to see the same story unfold through a different emotional lens.

Over the course of two hours with Elden Ring, my urge to quit steadily increased. Despite the time invested, I had learned very little and still didn’t understand what I was supposed to be doing (and no—I didn’t look up tips online). The game offered minimal guidance, which compounded my frustration.

In contrast, The Witcher 3 rarely made me want to stop. When I did feel that urge, it was typically during long cutscenes that I couldn’t easily skip—not because the gameplay lacked clarity or momentum. In fact, the frustration came from the game insisting I focus on its story, rather than giving me the agency to dive into the experience on my own terms.


Lastly, let’s talk about longitudinals. It’s a method that lends itself very well to understanding entertainment tech.

While I’ve run many types of longitudinal studies over the years—varying in length, format, and visualization style—my most recent approach was inspired by the classic Napoleon’s March, the piece of information design that first drew me into this work back in grad school.

The chart shown here is a generic recreation of a visualization I developed at Meta to represent a specific type of longitudinal study I’ve designed and led multiple times.

The foundation is a 30-day daily survey completed by 100+ participants. They’re compensated regardless of whether they use the product each day—the only requirement is that they complete the survey. (The first three days include mandatory use so participants can form an informed opinion.)

The survey is lightweight (under 4 minutes) and asks what they did in the app or game and how they felt about it. If they didn’t use it, they’re asked why not and what they did instead. Throughout the study, I layer in 1:1 interviews with selected participants.

IMPACT: In this particular instance, I conducted a dozen studies across similar live-service games and apps. While each product gained value from its individual insights, the greater impact came from aggregating the data—revealing broader patterns and cross-product truths that directly informed and improved future live-service design strategies.