Fully prototyped game flow for a Mobile turn-based combat game
Project Specs
Type of Project: Academic Team (4 People)
Role: UI/UX Designer
Length of Project: 4 Months
Overview
Chain of Jewels was an academic project where we were tasked with designing all the UI for a GDD we were given. The user could interact with aspects we considered as part of the “Golden Path”.
Planning
I was tasked with exploring and establishing a visual style for our game. I created a low-fidelity wire-frame in Figma as shown below.
Main Menu
Settings
Login Bonus
How I adressed these issues:
Combat/Inventory is one clump and information about the level has its own clump.
Credits
Player Level Progression
Doing this early on allowed my teammates to get an idea of what their wire-frames should loosely follow so that we can maintain visual cohesion. It also helped them understand where they should place their UI elements.
Modifying Other Designer’s UI
Because this was a group project, my peers were working on their own frames and asked for my assistance in developing them.
What worked well:
Combat/Inventory are clumped together and information about the level has its own clump.
Loved the visual representation of the Chain of Jewels
Really liked the rounded corner
What didn’t work so well:
UI components felt too spread out and unorganized.
Battle should be clumped with the level info.
In summary, my process with modifying other people’s UI Work involves:
Finding out what works really well
Finding out what doesn’t work so well
Talking with them about my proposed changes
Once I have approval, implementing the changes
High Fidelity Wire-Frame
High Fidelity Main Menu
Full Prototype
What I learned
Creating feedback for a prototype is a lot of work, but does wonders for proper user experience.
Working with other UX Designers is incredibly rewarding because we can give each other feedback and iterate together.