Game UI Art, Game UI Design, Game Ui

Console

Desktop

Playability Study

Brand Direction Workshop

UX Audit

UI Design

Console

Desktop

Playability Study

Brand Direction Workshop

Game UX/UI Design for better playability

My role

UX/UI Designer

Disciplines

Art Direction Facilitation, UI Design, Player Testing

Tools

IntefaceInGame, Figma, Illustrator, Photoshop, Unity

Time Frame

6 months

Project Testimonials

One of the key qualities that makes Tom a great collaborator is the enthusiasm he brings to his work. His natural motivation to come up with new ideas and their alternatives without needing to be prompted is, in my opinion, a crucial trait in a creative environment, and for Tom, this motivation comes naturally.

At the same time, it is easy to communicate with Tom about potential shortcomings in the design (often arising from the need of natural development rather than any mistake by the author). He is willing to adjust and refine his work according to requirements. This ensures there are no partially finished results that cannot be iterated on due to an unwillingness to listen to feedback.

Tom strives to understand not only the immediate task but also the broader project. This deepens his connection to the work, giving it greater meaning and bringing context and purpose to his approach.

Working with Tom is, therefore, not only pleasant but also highly beneficial, extending beyond the scope of UI and UX.

Game Lead Developer

David Tomas Mika

Lead Game Developer, Amenti Studio

UX Designe, UI Design, Game UI Art
UX Designe, UI Design, Game UI Art
Game UI Art, Game UI Design, Game Ui

Art Direction: Facilitate teams calibration

Design Workshop: Aesthetics

The Book of Aaru is a project that had been in development for almost a year before I joined the team. By the time I came on board, the team had defined general vision of the game’s aesthetic direction.



My primary goal was to refine and crystallize this aesthetic, ensuring alignment across the team. This process involved facilitated co-creation workshop, translating the conceptual vision into a tangible visual direction through descriptive language, moodboards, and cohesive guidelines.



A crucial aspect of this task was positioning the game within the broader landscape of game aesthetics. This required balancing the desire to stand out with the need to remain recognizable within the genre. The result was a unique yet familiar visual identity that effectively resonated with the target audience.


UI Design: Crafting a Juicy Visual Identity

The primary outcome of the visual direction phase was a foundation established through an initial sticker sheet and draft designs of UI components integrated across connected screens.



From there, the focus shifted to developing a clearly defined design system. This system outlined the components and their interactions, serving as a blueprint for building multiple parts of the game’s UI. This approach ensured consistency, scalability, and a cohesive player experience.

Preview of Design system:

UX Design: Research, foundations and testing

The process began with foundational work—assigning elemental colors and shapes to represent different game mechanics and values.



Through iterative design, we established the main game HUD (Head-Up Display), which grouped game elements effectively. This approach enhanced pattern recognition for players and simplified gameplay.



Rapid development and iterations

One key focus was redesigning the “Loot” screen, which had previously been confusing for new players. The goal of the overhaul was to create a clear sequence of actions:

  1. Open loot.

  2. Select the desired item to loot.

  3. Choose the slot for placement.

  4. Confirm the placement.


"Loot" redesign


Another critical aspect was the "Meta" shop, which allowed players to permanently upgrade the character, Emily, using collected resources.

"Meta" shop design


During testing, we discovered that separating screens by mechanics improved usability. Instead of combining multiple mechanics into one screen, we divided them into focused, dedicated screens, making gameplay more intuitive.

For example, two originally multi-functional screens were redesigned into several single-purpose screens, each addressing one mechanic at a time.

Evolution of Disks and Inventory


Evolution of Power Ups - Glyphs and Armor and Attributes


Usability Study: Enhancing Playability

To ensure a seamless user experience, we conducted an unmoderated usability study. I had the opportunity to design the entire study, which was executed by the Lead Game Developer. The study included:

  • Introductory Questions: To understand player backgrounds.

  • Prompts with Observational Testing: Players were asked to:

    1. Start a new game.

    2. Play through the tutorial until completion.

  • SUS Questionnaire: To measure system usability.


All rights reserved 2024

All rights reserved 2024

All rights reserved 2024