Key Info
Genres: Strategy, Turn-Based, Boss Rush
Development Cycle: 4 Weeks
Engine: Unity / Platform: Web-build, PC
Roles: UI Designer & UI Artist, QA
















CORE RESPONSIBILITIES
UI Design
I worked closely with our game designer Armand and programmer Max to develop user interactions within the core game loop. This project was a complex project to figure a pleasant player experience out for, as there's a lot of intractable elements at play during the battle/bartering phase of the gameplay loop. I began by helping to brainstorm the gameplay with the game designers, before creating quick, sketchy wireframes for each scene based on that brainstorming session, I then presented the initial wireframes to the team for feedback and made any changes that would improve our player's experience.
Style Guide
Typography & Colours

I also utilised the web colour contrast checker on each of our suggested colour pallets, ensuring that we met Level AAA for our text elements to ensure better accessibility.

Standard Text (Small)


Text Tooltip (Small)

Standard Text (Small)
Each element of text meets the AAA contrast for it's usecase, with large text above 24px being used for the buttons & small text being utilisedthrough menus and in-game for elements like room number, stage, hints & tooltips, etc.

I began by working with UI maps, working alongside our game designers Armand and Max to figure out all the UI screens and elements needed, before moving onto creating UI maps, user flow diagrams. Following feedback on the user flows and UI maps from the team, I then moved onto creating quick wireframe sketches for each screen.
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These wireframes were iterated on multiple times as the game's design evolved. We elected early on to add a tooltip function, and an interactive tutorial as the first boss, these would be needed to help the player's understanding of the game alongside a multitude of effects and buffs.
Early Wireframes:
