Ux designer
on
My tasks
User Interfaces User Experience Quality Control
user interfaces
One of my major tasks on the project was designing, blocking and prototyping UI. Since I didn't have art assets for most of the production,
I used very basic shapes (squares, lines) to establish efficient layouts without being too dependent of peculiar placeholder shapes.
After this, I had to animate and tweak those different UI (from Menus to Player HUD) , using DOTween and the Unity Animator.
Juggling between info usefulness and readability for a fast-paced competitive game wasn't easy.
Then, I worked alongside our UI Artist & VFX Artist to find the best mix between readable, affordant, and punchy : the game's UI must reflect its intentions.
Here's a glimpse at our UI evolution, with vzrious screens for the in-game HUD, Role Selection Menu, and Main menu.
user experience
As the Game Designer, I had to keep a clear and global vision of the game's project, even in details. Thus, I also designed many Quality of Life features :
- A Ping System, with contextual Ping icons (enemy, orb...), an essential team mechanic.
- Various wheels (Communication, Taunt, Voicelines), for both cosmetic and useful purposes. They ping the position on which they're used, for user comfort.
- Player rating, a score system rewarding the player for doing remarkable actions during the game, conditioning them into playing their role as intended to, and enabling a ranking system based on personal performances. I worked keeping player retention in mind.
Along with that, during my various overhauls on the project's design, I helped with defining the best way to feedback various mechanics (Slipstream, Powers) , adding guidelines and references for future assets, animations, VFX or SFX.
My goal was ensuring our game experience was clear, comfortable & FUN even during the onboarding. Of course, I observed many playtests to note user behaviors.
quality control
But I didn't work on designing UI & FX elements only.
My take as an UX Designer is also to ensure the general harmony and clarity of our user experience in general :
Thus I worked along with our Game Artists and Level Designer, constantly giving references and feedbacks to ensure that our visuals and gameplay were coherent, but most importantly, readable.
My 3 pillars : Affordance, Feel, and Accessibility.
With the same mindset, i've took a lot of architectural & game references to follow my propositions. Thus, i've also conceptualized our game's Universe, and Context, clarifying it with the team with multiple reunions.
Softs used
Unity (C#)
Integration, Blockouts, Scripting, Animation (DOTween + Unity Animator)
Adobe Photoshop & Illustrator
Mockups & Placeholder Creation
draw.io
Flowcharts (user story), Schematics