N

Nic Watt

20+years Innovating | blockchain UX | consulting & game dev | clients: @Nintendo @PlayStation @Immutable @RiotGames

Forest Lodge, AU

About

I am an experienced and dedicated entrepreneur and innovator. I have helped billion dollar companies like RIot Games increase sales and engagement by 1000% with simple and effective research and design changes. My work with Immutable allowed me to lead the field in creating innovative cultural and work life changes for society. The innovations in Play to Earn, Share to Earn, Make to Earn, Curate to Earn and Play for Keeps have the potential to democratise how people across the world profit from their time. I have a strong understanding of innovation from strategy, business direction, ideation, experimentation, user experience, human centred design and product design which can be applied to any human related business, output or field.

Ask me about

Work experience

  1. April 2020 – present

    Blockchain gamification expert
  2. March 2020 – present

    Founder
  3. November 2019 – March 2020

    Immutable

    VP (Innovation)
    Applying my design, product and ux knowledge to designing and creating the future for games, blockchain and real ownership of digital products. Created patent worthy concepts for generating digital assets with real world value using real world effort with Play to Earn, Share to Earn, Make to Earn, Curate to Earn and Play for Keeps. Developed robust hypothesis for how users real world effort could reward them with digital assets others would need. Developed strategy, prototype wireframes and a feature roadmap for a blockchain based games platform that would bring a wider number of personas together than traditional platforms. Linking Speculators, Traders, Collectors, Players, Entertainers, Makers and Curators together in one robust platform that would dynamically tailor itself to their needs. Analysed and proposed strategy for how the company could support additional external platforms, what features would be required, and proposed a roadmap for how we get there.
  4. February 2019 – November 2019

    Immutable

    VP (Product)
    Developed a fast, holistic, understanding of the businesses immediate needs and fires. Used this understanding to propose not only a roadmap of features but also how we change the working practices, team structure and software to enable faster delivery, higher quality, higher engagement and monetisation. Proposed and developed the strategy, roadmap, wireframes and staff model for a successful migration of the app from Unity to Web technology allowing not only a bigger team to develop it (going from 1 developer to 10+ supporting it) but also enabling duplication of functions on websites as well as in app without duplication of work. Shipped the first version of the app which not only increased user satisfaction, engagement and monetisation but also gave entire user base strong confidence in the likely success of the project driving revenue back up. Worked with the leadership team to shore up two failing initiatives, the first a "kickstarter-like" sales promotion and the second a referral scheme to draw in more users. The work here resulted in not only the companies presale of digital assets selling out completely at the targeted $6m revenue but also in a huge increase in user engagement. The improvements on the referral scheme also saw the firsts experiment with Play to Earn, with users generating digital assets via play which, they did in droves, allowed them to sell their work to others. These digital assets, coins, were needed by some users for hard to obtain rare assets and so one side of users engaged to earn them while others, with less time, spent money to buy them.
  5. February 2018 – October 2018

    Riot Games

    Hong Kong Studio - Lead Experience Designer
    Was responsible for working with the Hong Kong teams to help shape the vision, direction and experiences to ship to players. My core roles were understanding the user impact and outcomes we desire and then designing experiences and output which provides the best user experience. High level goal was to help the Hong Kong Studio appraise and understand the need (or not) of long term Experience Design in the studio. Collections:: Worked with the Collections team to shape the vision for Icon, Ward and Chroma collections. Taking them through ideation, research and design to full implementation. Designed the holistic view, wireframes and presented back to Central Stakeholders. Worked with the team to adjust the experience to ensure the best value was delivered to players. Brought on an external Visual Designer to help design and implement the visual identity we needed. Shipped the feature in mid 2018. Stats: Worked with the Stats team to take the existing vision and user experience for the project and help them deliver it. Brought on an external Visual Designer to help design and implement the visual identity we needed. Appraised the wireframes with the vision of the project and spent time with the team to discuss how to make significant User Experience improvements without impacting their work. Pitched the adjustments back to the Central stakeholders and shipped the product in mid 2018. R&D Projects: Worked on several R&D projects being developed in Central. Started by looking at areas which were not on their core, critical path to help identify potential areas we could work on. Created several holistic designs for player experiences including detailed prototypes and designs. Contract ended in October 2018
  6. October 2016 – July 2018

    Office of the Children's eSafety Commissioner

    Product & Experience Designer (Consultant)
    I am working with the team to inform, direct and develop detailed design briefs, UI/UX designs, logic flows, and documentation to build a tender for a video game to teach digital resilience in young teens. We have utilised not only the Office's significant research into the issues facing young teens (both online and offline) but also external research into games, appropriate hardware, Australian school curriculum, and surrounding evidence on previous successes and failures. By following a Human Centered Design philosophy I have helped guide the team through the research, brainstorm and product summary phases of development. This has recently led us onto the detailed design phase involving gameplay design, UI/UX prototyping, logic flow diagrams, concept artwork (for characters and environments), character bios, story summaries, and the development of our design brief. The project has completed development and is now available from both Google Play and Apple App Stores on mobile devices (it is also available for download on PC and Mac via the Office of eSafety website). Please visit https://www.esafety.gov.au/education-resources/classroom-resources/lost-summer.
  7. September 2016 – February 2018

    Heart Foundation

    Product & Experience Designer (Consultant)
    I am working with members (and specialists) of both the Heart Foundation and the University of Sydney to develop an app to promote behavior change in cardiovascular disease sufferers. We have undertaken significant research into behavior change as well as analysing previous clinical trials (and solutions) to determine a solution which will help facilitate users transition from diagnosis to lifestyle change. By using gamification and other motivational techniques the app will allow users to take small, easy to digest steps towards a better, healthier lifestyle. By following a Human Centered Design philosophy I have helped guide the team through the research, brainstorm and product summary phases of development. This has recently led us onto the detailed design phase involving UI/UX prototyping, logic flow diagrams and the development of our design brief for tender. Our current aim is to take this design to clinical trial using a tender process to select the developer. I have managed and educated the team on the process as well as developing the UX/UI experience and detailed design briefs (including logic flows and user journeys). This project is now in the prototype and testing phase with a selection of patients in NSW.
  8. July 2006 – February 2018

    Nnooo

    Founder (Product & Experience Designer (Core responsibilities))
    Specialisist in creating, directing & producing new IPs for downloadable games services. Talented Designer with a strong focus on UX Design, Human Centred Design, Visual and Graphic Design. Created 7 new IPs including their idealisation, concept design, UX and UI design, 3D modelling and animation, project management, technical management, product realisation and marketing. Worked with key platform stakeholders at Sony, Microsoft and Nintendo to not only negotiate development and publishing contracts but also develop business approval, marketing relationships as well as technology and platform knowledge. Worked with Sony Computer Entertainment Europe to develop their PlayStation First educational initiative with the Academy of Interactive Entertainment in Australia. Including working with the students directly to support funding, hardware delivery and software direction. Launched the company as a self-funded, self-publisher covering full software development from idea to final release. Expanded the company into worldwide markets including North and South America, Europe, Arabic countries, Asia (including Japan and China) and Australia. Expanded the publishing component from self-publishing to software publishing and signed over 10 titles from USA, Australia and Japan. Negotiated with Nintendo to release the first Wii U title, Cubemen 2, with full cross platform online multiplayer and user generated content between Wii U, iOS, PC, Mac, Linux and Android devices. Worked with Nintendo of America to become one of 5 launch titles for Nintendo’s digital WiiWare service in 2008. Managed budget, marketing and social media out-reach from 2006 – 2010 when we created a new role of Business and Marketing Director. Sourced and negotiated contracts and budgets with contractors, staff hires and external teams. Developed knowledge of Xbox One, PlayStation 4, PS Vita, NIntendo 3DS, Wii U, Wii and Nintendo DSi Hardware.
  9. December 2005 – June 2006

    Electronic Arts

    Lead Designer
    Worked with the project’s Creative Director to design and prototype a new Portable Console RPG franchise. Took a basic concept with character designs and visuals and worked with the Creative Director to shape the project into a game concept. Designed and prototyped the core rules and systems on paper and presentations. Designed and prototyped the battle system as a card battle game (paper) to facilitate experimentation and quickly test the concept. Worked with and presented to the programming team to deliver prototype disposable gameplay tests and prototypes. Worked with and presented to key EA stakeholders to ensure the project was on track in budget, marketing and concept. Worked with concept artists to generate detailed visualisations of the projects core ideas and rules to better facilitate prototyping and production. Developed further knowledge of Nintendo DS and PlayStation Portable hardware.
  10. October 2003 – December 2005

    Visual Science

    Lead Designer
    Designed, prototyped two racing franchises. Worked with the Management team (internal) and the Production teams (internal and external) to identify the core values of the game. Worked with and presented to the internal teams of artists and designers to convey the core concepts, game play style and to determine appropriate prototypes. Worked with concept artists and the art team to visualise the world, the characters and convey the core gameplay ethos. Attending design and production meetings internally and externally in Los Angeles and London to ensure publisher buy in. Developed further knowledge of PlayStation 2, PlayStation Portable, PC and Xbox 360 hardware.
  11. January 2002 – January 2004

    Asylum Entertainment

    World Lead
    Designed and develop one of the worlds (containing several levels and boss battles) for the Lego game Galidor. Worked directly with the lead designer and world team to visualise and prototype the gameplay for this game world. Presented to the world team, project managers and the design team on the vision of the world and how we would create it. Promoted to world lead after 6 months of work. Worked with the management team to schedule the work and keep the project on track. Developed knowledge of PlayStation 2 and GameCube hardware.
  12. Supersonic Software Ltd
    January 1998 – January 2002

    Supersonic Software Ltd

    Artist/Designer
    Designed characters, levels and game mechanics. Created art assets including models, textures and animations. Also worked with the programming team to develop the game design, levels and prototypes. Worked directly with the programming team to design, prototype and build gameplay components from levels to characters. Developed a deep understanding of Maya, Photoshop, 3D Modelling, 3D Texturing, PlayStation 1, Nintendo 64, PC, PlayStation 2 and Xbox hardware. Built up strong inter-team relationships with the programming team and expanded my knowledge of what makes a game.

Education

  1. 1997 – 1998

    Edinburgh Art College/ Heriot Watt University

    PGDip, Architecture
  2. 1992 – 1997

    Scott Sutherland's School of Architecture/Robert Gordon's University

    BSc, Architecture 2:1
  3. 1982 – 1991

    Edinburgh Academy