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Ux designer

on

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My tasks

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User Interfaces                    User Experience                    Quality Control
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user interfaces

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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.

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user experience

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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

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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.

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Softs used

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Unity (C#)

Integration, Blockouts, Scripting, Animation (DOTween + Unity Animator)

Adobe Photoshop & Illustrator

Mockups & Placeholder Creation

draw.io

Flowcharts (user story), Schematics

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