Role: UX Designer
Timeline: Apr 2024 - Present
Features: New Levels
Main Team: 5 people
Contract: 8~ people (Including myself)
Unreleased Project - Rogue Rooster
Context
I spent part of last semester and most of the summer filling out the content of the game through levels I made. I recently moved to making UI in Unreal.
For Level Design:
I worked with our CEO to ensure that my levels created the player experience they sought.
Working in tandem with my Art Director and Tech Artist, we strived to make the art pass of my blockouts as visually stunning as possible while maintaining the integrity of crucial line of sights and player guidance decor.
I worked with my other Designer to plan how our levels would link up, ensuring that immersion wasn’t broken between levels.
For UX Design:
I recently moved to UX Design, focusing on modifying existing UI elements in the game for improved information architecture, visual hierarchy, and general UI heuristics.
I worked with our CEO to mockup UI in Figma and implement them (by modifying existing assets) in Unreal Engine.
I worked with our Art Director to give the layouts I had made a strong and unique visual identity.
Current Reflections
Always be learning
Sometimes, I have to do things that are outside of my wheelhouse; it’s an excellent opportunity to learn and grow.
Remote can be difficult
When you only talk to your teammates about work-related things, it feels too transactional. Talk about your day in stand-ups and what fun things you’ve been doing. Try asking coworkers what they’ve been playing!
Having a work-life balance is crucial to a healthy and creative mindset.
Creativity even in other’s visions
Stakeholder opinions are critical, but sometimes their vision doesn’t align with yours. That’s okay. Do your best to put your best creativity and work in their vision.