ELVTR - UX/UI in Gaming Coursework

Overview:

A study of the game, Minecraft Dungeons, to further understand UX/UI practices in a gaming context. Project completed as a part of ELVTR’s UX/UI in Gaming course.

Task:

UX/UI Design, User Testing

Tools:

Figma, Illustrator, Photoshop

Project Length:

7 Weeks

Challenges

  • Short time span

  • Limited access to art resources

  • Limited knowledge of established game rules

  • Design references were very vast and hard to pin down

UX Design

Player Journey

Paper Prototype & Flow Chart

Wireframes & Iterations

User Testing Results Notes:

  • Player was initially confused about which locations were currently available to them.

    • Locked and Unlocked locations need to be made clearer

  • Player was unsure about the correlation between levels

    • Make the distinction between “Current Player’s lvl” and difficulty level more clear

Iterated Wireframe

UI Design

After designing the wireframe for our assignment, we were allowed to choose the UI style. I chose our quarantine favorite, Animal Crossing: New Horizons.

Mood Board

Animal Crossing: New Horizons (Nintendo)

Screenshots sourced from gameuidatabase.com and interfaceingame.com/

Style Guide

I closely studied Animal Crossing’s UI to get an understanding of how they use colors, shapes, and typography.

This was a bit of a challenge since every screen seemed to use a different set of primary colors.

Mock-Ups

Outcomes

  • Gained a deeper understanding of the process behind applying another brand’s style in other contexts

  • Learned how to work within a short time limit with very limited resources

  • Further understood how to apply UX/UI practices in a gaming context with the addition of a game designer in the mix

Post-Mortem

This project was a great exercise for me to understand UX/UI in a gaming context. I would love to revisit this in the future with more time for user-testing, dialing in on art assets, and creating more screens.

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