tonicolomba
tonicolomba
Toni Colombaroni's Portfolio
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tonicolomba · 2 years ago
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ELVTR — UX/UI in Gaming Coursework
Overview:
A study of Animal Crossing: New Horizons to examine how video games utilize UI/UX practices. Project completed as part of ELVTR's "UX/UI in Gaming" course.
Task:
UX/UI design, User Testing
Tools:
Figma, Photoshop
Project Length:
7 weeks
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Challenges
          •   Lack of previous UI/UX design experience           •   No previous experience using Figma or Figjam           •   Improving the UI/UX for an already polished, well-known video game           •   Planning and executing player usability tests
Work Process
Player Journey → Paper Prototype → Wireframes → Usability Tests → UI Mockups → Accessibility 
UX DESIGN
Player Journey:
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Paper Prototype & Flowchart:
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Wireframes & Iterations:
Initial Wireframes
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User Testing
          •   Players prefer the non-centralized Character Screen's information hierarchy           •   Players prefer the centralized Character Screen’s character placement                 ○   Combine the preferred design aspects of the character screens           •   Players struggle to anticipate how the ‘Sort’ button will act                 ○   Add a pop-up that lists sorting options           •   The ‘Low Durability’ warning is an effective call-to-action that players appreciate
Iterated Wireframes
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UI DESIGN
Mockups
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Credit for gameplay screenshots: VG247, Eurogamer, Polygon, & Nintendo.
Accessibility
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          •   The top bar of the character creator lacks contrast. Darken its color.           •   The button prompt text lacks contrast. Darken the color of the font.
Final Mockups
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Outcomes:
          •   Iterated on existing video game UI designs to create high-fidelity mockups           •   Gained an understanding of how to translate general design knowledge to UI/UX design           •   Gained experience using Figma           •   Learned about the UI/UX process in the gaming industry
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tonicolomba · 2 years ago
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Mx. — Card Game Design
Overview:
“Mx.” is a card game about identity. Players build characters with body and equipment cards to outscore their opponents, but the rules for scoring change with each identity card.
Tasks:
Game Design, Illustration, Player Testing
Tools:
Adobe Illustrator, Clip Studio Paint, InDesign, Paper Prototyping
Team role:
Solo Developer
Project Length:
4 Months
Research & Ideation:
The concept for “Mx.” originated from the tension between queer gender identity and video game character creators, which I concurrently researched for my Capstone paper.
Sources of inspiration:
          •   Bargain Quest           •   Bears vs. Babies           •   Consentacles           •   Uno
“Mx.," from its initial conception, was a character-building game where players each scored according to different rules, but harmonizing these two aspects required exploration.
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Playtesting:
Initial playtests utilized a small group of testers playing 2-player matches, who I assisted throughout gameplay. With early playtests, I wanted to learn:
          •   Which style of picking up cards created the most player engagement           •   Explore viability of a graveyard mechanic           •   The most satisfying overall ruleset           •   The optimal number of cards in a deck           •   The best ratio of card types
Later playtests utilized more players and more variations in player count. Throughout tests, I offered no intervention nor assistance to players, instead observing how they interacted with the tools provided. Throughout these playtests, I wanted to learn:
          •   How easily players understand the rulebook                 ○   Fix grammatical errors                 ○   Add instructional visuals to the rulebook           •   How players interrupt the rules                  ○   Rework the verbiage of confusing action cards           •   Opportunities to fine-tune the deck balance                 ○   Add more action cards that enable player-to-player interaction                 ○   Add more action cards that allow the player to refresh their hand                 ○   Add the option for players to discard cards on their turn                 ○   Add wild cards                 ○   Add more identity cards
Rulebook Mockup
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Mockup template by lcd2020 on Freepik.
Illustrations:
Exploration
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Finalized Style
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Card Layout Design:
Initial Design
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Design Feedback
          •   Lack of visual clarity                  ○   Reduce border thickness                 ○   Scale down the illustration size                 ○   Increase amount of negative space           •   Distracting background                 ○   Darken the background                 ○   Reduce the contrast and texture of the background                 ○   Increase the contrast between the illustration and background           •   Unclear iconography                 ○   Redesign the icons                 ○   Utilize simplification           •   Poor text readability                  ○   Create a dedicated section for text                 ○   Change font
Credit to Nancy Nowacek, who helped me pinpoint design flaws and develop methods to overcome them.
Iterated Design Mockup
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Mockup template by mockup free.co.
Outcomes:
          •   Published “Mx.” on drivethrucards.com           •   Experienced the process of game development from ideation to publication           •   Utilized multiple softwares towards one unified end goal           •   Managed a small budget of $200             •   Created and maintained a production schedule            •   Displayed “Mx.” at the 2023 Visual Art & Tech “Outdoor Voices” Exhibition
Post-Mortem
As a capstone project, this card game was the culmination of what I learned and accomplished throughout my undergraduate art studies. Through this project. I experienced the full, unique scope of solo game development.
Credits:
My mentors: Diana Bush and Nancy Nowacek.
My playtesters: Andy Steele, Benjamin Steinwurtzel, Chris Chan, Joshua Jensen, Kyle Forrester, and Savnick Patel.
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tonicolomba · 6 years ago
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