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This project examines the matchmaking experience in The Texas Chain Saw Massacre (TCM), a multiplayer asynchronous horror game that is no longer receiving updates.

Through community research, surveys, and player feedback analysis, I identified key frustrations like long lobby wait times, mismatched skill levels, and map-related disconnects. I proposed design solutions focused on transparency, player agency, and behavioral nudges to improve retention and satisfaction, while working within the constraints of the game’s existing systems.

This case study highlights how thoughtful UX design can enhance player experience, even in games facing systemic limitations.

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Figma

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Reviews

5 reviews


Hello Cathy,

I really enjoyed going through this project; it’s clear how much research, effort, and passion went into it. The case study is well-structured, and the problems you focused on are highly relevant to the player experience.

I think you got it spot on when identifying the core frustrations and tying them back to the actual basics of UX usability heuristics:

*Visibility of System Status*

You highlighted really well how unclear wait times, matchmaking progress, and map selection created unnecessary frustration. Your proposed solutions for making these states more transparent would give players clarity and reduce the uncertainty that makes the experience feel frustrating.

*User Control and Freedom*

You also captured perfectly how players often felt stuck in unwanted lobbies, on undesired maps, or against mismatched opponents. Offering more control over map voting, preference filters, or an easy way to re-queue gives players a greater sense of agency and makes the whole experience more enjoyable.

This is such a STRONG case study. You not only identified the problems clearly but also connected them to actionable design solutions that reflect solid UX thinking.

Kudos on building such a well-researched, insightful, and well-structured project!

Thank you so much for the feedback! I'm glad my recommendations were clear. Now if only we could get one more patch so the player experience could be a bit more smooth in matchmaking 😅

I'm sorry, Catherine. I'm only able to skim through the project for now, but I'm just envious that you have the energy to craft all these things 😆 not only the research but also the wireframe. How long did it take you to finish this?

Hi Seth! Thanks so much for the kind words 🫶 I will admit this was kind of an on-and-off project. I started a little after I heard the studio was going to stop supporting the game which was late May. There were some weeks where I didn't touch the project and others where I consistently worked on it, but I finished wrapping up solutions + wireframing around the end of July. I used August as my month to make everything nice and presentable!
Oh no, that's bittersweet. But then you're able to turn it into a comprehensive case study, that's a banger. See? If you hadn't said that, I'd just assume, “Did Cahee just finish this in 48 hours? Mmmkay, that's kinda Cahee's superpower, I guess 🙄 no biggie” and I'd crawl into an existential crisis. This kind of transparency is important: people shouldn't get intimidated but motivated instead every time they see a robust case study. Kudos, Catherine 🫡
(edited)
I'm glad you asked then! Don't want you to go into crisis mode, haha. Glad you could turn my case study into motivation for your UX endeavors!

Really impressive work on this case study! You nailed the core player frustrations and did a great job connecting them to solid UX principles. The structure is clear, and your solutions for visibility and user control show you really understand what makes multiplayer experiences enjoyable.

One thing that could make it even stronger: try adding a few visuals or quick mockups to show how your solutions would look in action. Also, consider including some feedback from actual players—maybe a quick survey or quotes—to back up your insights and show real-world impact.

Keep pushing forward! Your attention to detail and user focus really shine here.

Hi Morteza! Thanks so much for the praise! I love the idea of using quotes from players to back up my insights. Great way to show that players really would appreciate the changes! As for mockups, I do have some wireframes on the third page of the file to showcase how these changes might look in game! They are high-fidelity so they give a good idea of how they'll be presented when in a match. Not sure if you saw it but if you did, let me know what I can do to make them better!
Thanks for the quick response, Cahee! I did spot the wireframes on the third page—great job on those. The high-fidelity approach really helps visualize the proposed changes in context, especially for the lobby and map voting flows.

Great job! 🎉 Your case study looks super clear and professional — love the effort you put into structuring it, keep it up! 🌟

Thanks so much Shayan! Glad you enjoyed my case study 🫶

Cahee, really solid case study — I like how you linked player frustrations to core UX heuristics and offered clear solutions. Adding a quick visual of your ideas (like a lobby screen) could make it even stronger. Great work!

Hi Abdelrahman! I actually did put some wireflows for how my recommendations would look like in game! Its on the "Wireframes" page in the Figma file if you'd like to take a look.

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