My relatively new position at Wizards (within 6 months or so, although I started laying groundwork from the start of 2012 or so) was honorably mentioned in Director of Magic R&D Aaron Forsythe’s yearly State of the Union style address on our website today!(Aaron’s my boss.) I got some great kudos from friends and admirers on social media. I wanted to chat a little bit about the ups and downs of being an “experience designer.”

My job, as I see it, is to enhance the enjoyment of our products by providing one-time one-of-a-kind experiences for players associated with those products. So, for example, when we release a new expansion set, we make a big event of it (the prerelease) and I am in charge of defining how to make that big event special, memorable and on theme for that product. Maybe a huge treasure chest that the players must work together (in small ways) to unlock, or a special themed “initiate to the group” box chosen by the player when they select a group to join and fight for. Incredibly, I actually got a bit of a start on this sort of design in college, with Caltech Ditch Day – designing a full day of fun, themed activities for underclassmen as seniors.

The best part is that I feel directly plugged into giving our fans opportunities for more fun. We get to do some really creative stuff for these experiences (which I can’t talk about – yet!) and I get to be at the center of that creative effort, which is really invigorating, especially working with so many talented folk all along the line.

The challenges so far have been communication-related – getting everyone on the same page about what we are trying to accomplish with any particular experience – and process-related – it can be a bumpy road, creating these new experiences, since we are new as a company to making these things.

I hope that this year, with a full year behind me of experience with experiences, I can start to lay a more formal groundwork for a kind of template starting-point for experience design!