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Ghost AI is a feedback intelligence system that collects player reports by voice and turns thousands of scattered reports into a ranked actionable list.So players are heard and developers know where to start. No one gets ignored.

Voice-Activated AI SystemSYSTEM ONLINE
// overview

“Hey Ghost!”

With a quick “Hey Ghost,” Ghost AI auto-captures the moments before and after a bug appears, analyzes the exact game state, and sends it straight to developers—who can step into that same setting themselves. No repro steps to write. No guessing what changed. Just the bug, exactly as the player experienced it.

AT A GLANCE

My role
Lead UX Researcher
Research
Competitive analysis, Survey, SME interviews, Contextual interviews, Affinity mapping, Co-design, Usability testing
Tools
Figma, FigJam, Google Forms, Otter.ai, Claude Code, Open AI Codex, Dovetail, Google Gemini
// the challenge

Feedback isn’t missing. Translation is.

Players report bugs into a dozen different channels. Studios manually sort, triage, and prioritize all of it by hand—with no shared system connecting a player’s voice to a developer’s next move. The gap isn’t collection. It’s everything that happens after.

The research behind every decision—across players, communities, and studios.

200+survey responsesacross 15+ communities
6SME interviewsindie founder to VP
17Reddit threadsanalyzed
5co-design sessionswith game developers and designers
4usability sessionsdashboard + in-game
// research phases

An Integrated, Decision-Led Research Process

I triangulated player behavior, community discourse, and studio operations. Each phase resolved a different uncertainty and shaped what we investigated next.

// evidence triangulation Three lenses shaped one product direction.
01 / PLAYERS Player behavior Survey patterns + usability sessions
02 / COMMUNITIES Community discourse 200+ surveys + 17 Reddit threads across live games
03 / STUDIOS Studio operations SME interviews + co-design sessions
Evidence-backed product direction
  1. Desk research and opportunity scoping

    Question: Where is AI useful—and where is it merely crowded?

    We mapped six places AI was already reshaping gaming—matchmaking, onboarding, NPC behavior, content generation, anti-cheat, and LiveOps. Five were already crowded with funded competitors. LiveOps—the ongoing work of running a game after launch—was the one area with real player pain and no dedicated AI tooling at all. That gap is where Ghost AI started.

    To understand where the gap lived, I examined how Riot, Xbox, Valve, Bungie, and Pearl Abyss described their feedback and bug-triage processes. The same pipeline kept appearing: community intake → classification → investigation → prioritization → engineering → player-facing closure.

    KEY FINDING

    The opportunity was not another way to collect feedback. It was the missing translation layer between what a player reports and what a studio can act on next.

  2. Quantitative player research

    Question: What keeps players engaged—and what breaks the relationship?

    I designed a 10-question survey and distributed it through 15+ gaming communities, Discord servers, LinkedIn, and personal networks. To reduce bias, I placed open-ended questions before structured ones, randomized multi-select answers, and required a single choice for the quit-trigger question.

    Among 200+ responses, 57% cited core gameplay as the reason they kept playing. Developer trust was the strongest open-ended theme. Personalization had the strongest relationship with feeling rewarded (r = 0.457, n = 191), and 66% of self-reported churn was actionable according to respondents.

    I then reviewed 17 Reddit threads to deepen what the survey could not capture, including four FOMO subtypes and the “safety to leave” retention pattern associated with games such as Warframe.

    INSIGHT

    The opportunity was larger than issue collection. Players’ continued engagement was tied to whether they felt the studio listened and responded.

  3. Semi-structured SME interviews

    Question: Why do studios struggle to act on feedback they already have?

    I planned and conducted six interviews across studio sizes and roles. Each guide was customized to the participant and iterated on prior sessions, so later interviews could probe contradictions and gaps rather than repeat a fixed script.

    • Indie designer/producer on a 2-person team
    • Business/product lead at a 3-person studio
    • Systems designer on a major publisher’s MMO
    • Tools engineer with sandbox and mobile experience
    • Lead producer at a VR studio using AI
    • VP of Product for an 8-year-old live-service title

    I recorded, transcribed, and coded interviews around feedback collection, business-versus-design tension, trust, tooling gaps, and attitudes toward AI—allowing the team to compare a 2-person studio with a publisher serving 20M+ monthly players.

    CONVERGENCE

    Every single participant, independently and without prompting, described some version of the same structural gap—feedback is not hard to collect, but translating it into prioritized, cross-functional action is almost entirely manual. This convergence across radically different studio scales was the strongest evidence signal of the entire research phase.

  4. Synthesis and affinity mapping

    Question: Which patterns hold across players, communities, and studios?

    Affinity map synthesizing SME interview themes across manual processes, prioritization, tooling, player feedback, trust, analytics, communication, and AI adoption
    Interview affinity mapOpen full size ↗

    I combined survey results, Reddit findings, and all six interview transcripts in one affinity map. This made it possible to examine where evidence converged, where it conflicted, and which needs were consequential enough to shape the product thesis.

    1. Feedback is abundant, but the pipeline is fragmented.
    2. The real bottleneck is manual monitoring, grooming, and interpretation—not collection.
    3. Feedback only becomes actionable when paired with context.
    4. Prioritization is where feedback becomes political and cross-functional.
    5. Player trust is simultaneously the outcome and the risk of the entire feedback process.

    This synthesis directly shaped our product thesis and was presented to industry advisors as the evidentiary basis for our design direction.

    THESIS

    Connect fragmented player signals to context-rich, cross-functional studio action—while keeping player trust central to the system.

  5. Co-design

    Question: How much analytical depth helps teams without displacing creative judgment?

    Game player emotional journey A player encounters a bug, sends a report, hears nothing back, and eventually stops reporting. Game player Hits the bugSends the reportHears nothing backStops reporting
    Player reporting journey
    Game studio emotional journey A studio sees a bug report, cannot follow its context, encounters misaligned workflows, and stops chasing the issue. Game studio Sees the reportCan’t follow contextMisaligned workflowsStops chasing it
    Studio triage journey

    Before finalizing a design direction, I facilitated a structured co-design session with one of our SME participants, walking them through a storyboard of the envisioned experience and a working in-game report prototype, then giving them unstructured time to sketch their own ideal version of a studio-side dashboard.

    The participant cautioned that over-reliance on analytics dashboards could become a “slippery slope” that erodes creative intuition.

    DESIGN CHANGE

    Use a simplified default view with progressive disclosure into deeper data rather than presenting a dense dashboard all at once.

  6. Moderated usability testing

    Question: Can players report fluidly, and can studio teams turn the result into action?

    With a working prototype, I planned and moderated four usability testing sessions (one individual, one joint dual-participant session) walking participants through both halves of the product: the in-game voice-activated report flow and the studio-side dashboard, including a novel “impersonation mode” letting developers step directly into a player’s reported game state. Sessions used think-aloud protocol throughout, plus targeted scenario tasks (e.g., “200 players reported a similar bug over the weekend—walk me through how you’d make sense of it”).

    Findings meaningfully changed the design rather than merely validating it. Multiple participants, independently, identified that a single unified dashboard was trying to serve incompatible roles—one participant noted plainly that “very few companies have the same person fixing bugs and investigating data.” The same participant’s single sharpest, most emotionally charged pain point—bugs routinely assigned to him that he had no ability to fix, with no system to route issues to the correct owner—became a headline feature requirement for the next design iteration.

    DESIGN CHANGE

    Design for role-aware workflows and issue routing. Across all sessions, reinforce one non-negotiable constraint: AI may surface and suggest, but it must never decide or act autonomously.

From research to design decisions.

With the problem defined, the next step was translation: preserve the context behind each report, support role-specific studio workflows, and keep AI assistive rather than autonomous. Those criteria shaped the product decisions that follow.

Product Decision / Concept

Ghost AI captures player reports in context, consolidates scattered feedback for studios, and closes the loop when issues are resolved.

01

Smart Capture

Players say “Hey Ghost” to report an issue without breaking their flow. The system captures the screen, system setup, and timestamp, then transcribes and structures what the player actually said.

Ghost AI Smart Capture concept showing voice activation during gameplay, listening status, and a submitted bug report confirmation
02

Feedback Intelligence

Ghost clusters reports and qualitative feedback from multiple channels into issues and themes, ranks them by impact, and lets studio teams examine trends through an AI assistant.

03

Impersonation Mode

Instead of interpreting a vague report, a developer can inspect the reported game state—including environment, player level, experience, and items—to understand what the player experienced.

04

Human-controlled action

Teams can move between task and feedback views, adjust AI-supported synthesis, and prioritize work. When a fix is made, the player is notified rather than left in silence. Testing made issue routing a requirement for the next iteration.

CORE INTERACTION PRINCIPLE

AI should suggest, not decide.

This principle came directly from SME interviews and co-design. Participants wanted AI to reduce manual synthesis and surface meaningful patterns, but warned that overreliance on analytics could erode creative intuition. Usability testing reinforced that prioritization and routing require role-specific context and accountable human judgment. Ghost AI therefore organizes evidence and recommends next steps while people retain control over interpretation, prioritization, and action.

// outcome

The outcome: a defensible direction, not just a polished concept.

The work followed a clear line from evidence → decision → product response, moving the team from an unscoped prompt to a tested product direction supported by quantitative, qualitative, participatory, and evaluative evidence.

Research gave the team a reason to build, a model for what to build, and constraints for how AI should behave.

What I carried forward.

The most important methodological decision in this project was triangulation across radically different vantage points—a 2-person indie team, a mid-size mobile studio, and a publisher managing millions of monthly players—rather than optimizing for depth within a single studio profile. It was the convergence across that range, not any single strong data point, that gave our design direction its credibility.

The usability testing phase reinforced a lesson I try to carry into every project: the sharpest, most valuable insights are rarely the ones you asked a direct question to get. Our single strongest feature requirement—bug routing—emerged unprompted, mid-conversation, from a participant working through a scenario task. It was a reminder that think-aloud protocol and scenario-based testing consistently outperform direct questioning when the goal is surfacing insights participants do not yet know how to articulate as feedback.

Evidence boundary: this case study reports research and prototype outcomes. It does not claim production adoption or post-launch business impact.

// closing thought

Software should not become a barrier between people. It can help build connection and trust.