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UX Design

UX

Only recently I took on the role of UX Designer as part of my Honours Project, but I have been working on this project for 1.5+ years now.

Role: Solo Developer

Open your inventory, connect to nodes, and use them to defeat enemies. Unlock new nodes and power-ups as you progress. 

Line Pulser was created as part of my Honours Project at Abertay University.

Conception

DES405 - PresentationGIF.gif

Transistor + The Wonderful 101

That was my initial pitch for this project. An isometric game where players manage their inventory by drawing shapes and connecting weapons to them.

Initially, I had to strip the concept of all complexity and focus on the basics:

  • How would players draw the ropes to connect with the weapons?

  • What system should be developed to allow those connections?

Next, I created the baseline for my project, prototyping and adapting my mechanics:

  • I changed my approach from placing weapons in ropes to connecting with weapons through ropes.

  • I researched other Isometric games like Hades to replicate their camera system.

Honours Project

My Honours Project was focused on the UX of my game's inventoryI tackled 3 core problems:

  • Discoverability of the system.

  • Lack of System Feedback.

  • Poor presentation and composition of attack nodes and power-ups.

I utilized an altered version of the Sprint Agile Methodology to both structure and document progress in my Honours Project.

I also used Notion to create a detailed record of my process.

Progress Bar Design 3.jpg

My first challenge was transmitting how long a line could be while players draw it. My game allows for the lines to increase their maximum length through power-ups, making this information one that players cannot memorize or grow used to.

Discarded Concept Design for Transmiting Line Lenght

One of the solutions that I prototyped was utilizing the rope's colour as an indicator of how close it was to its maximum length. This mechanic was supported by parallel auditive feedback in the form of a sound raising in pitch.

Rope_Drawing_Colour_2.png

Simultaneously, I needed to implement feedback on the process of deleting lines. To reduce the number of UI elements on the screen, I contained the visual feedback to the line itself, converting it into a progress bar that players fill by holding the delete button.

I continued my work with a complete overhaul of the combat and inventory systems: 

Before, players drew lines inside the inventory which directly determined the position of weapons outside of the inventory. While this was one of the game's differentiating factors, it also added a lot of unnecessary visual clutter to combat encounters, making them harder to navigate. I made the decision to remove this mechanic and instead opted for using a consistent abstraction of the line during combats.

Gameplay_Redesign.png
Inventory_1.png

It was at this time that I took the chance to redo the visual aspect of the inventory, applying a less distracting neutral background and a more appropriate visual palette, and introducing transitions between gameplay and inventory. 

Destiny_Inventory_2.png

Because of the effects described by Fitt's Law, players had difficulties accurately controlling the reticle. The number of corrections needed to reach a desired point was too high.

Reticle_Traversing_Inventory_2.gif

Next, I designed a system for users to discover the functionality of the nodes. I decided to create a selection system inspired by that of Destiny. However, the circular reticle would now encapsulate the nodes to select them.

Reticle_Focussing.gif

I implemented a "gravity towards nodes" effect that automatically corrected the reticle's movement. This, together with a decreased FOV, a camera parallax effect, and the introduction of SFX, made controlling the reticle an enjoyable experience.

As the project came to an end, I focussed on quality-of-life issues.

I created UI indicators of the current state of the inventory (opened, closed, and examining nodes with the reticle).

InventoryReticle.png

UI Indicators on both upper corners of the screen.

InventoryTutorial.png

I also created tutorials for how to use the basic mechanics in the game. I placed special care into making sure that the tutorials could not be accidentally skipped or overlooked.

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