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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

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:
Paper Prototype & Flowchart:
Wireframes & Iterations:
Initial Wireframes






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




UI DESIGN
Mockups




Credit for gameplay screenshots: VG247, Eurogamer, Polygon, & Nintendo.
Accessibility
• 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




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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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.


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

Mockup template by lcd2020 on Freepik.
Illustrations:
Exploration

Finalized Style

Card Layout Design:
Initial Design

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

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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