Horror Forest 3 (also known as Zombies Online) is a mobile MMORPG shooter set in an open world dominated by zombies. Among other tasks, I was mostly responsible for UX/UI redesign and Tutorial improvement.
It was challenging to integrate the Special Offers design seamlessly with the current layout and style, maintaining consistency of the UI, but the main challenge was to implement a new comprehensive redesign that improved the user experience without requiring excessive development work. Especially challenging part of the redesign was the improvement of the Tutorial.
MY ROLE | UX/UI Designer
DEVELOPED BY | Wenkly Studio
PLATFORM | Mobile
MY SCOPE:
- Tutorial UX/UI redesign
- Features redesign
- UX/UI redesign
- Marketing content design
- Icons and buttons design
- Alternative logo design
- UX writing & microcopy
- Feedback gathering
- Playtesting and giving feedback
- Maintaining project documentation
I worked with Game Designer, two developers and one QA tester, and my role was focused on he UX/UI redesign and enhancing the First Time User Experience (FTUE), especially the tutorial. Additionally, I created design for features and marketing content, including copywriting and AI-generated graphics for social media. I also conducted UX audits, and created assets such as icons and avatars, which were implemented into the game.
I engaged in brainstorming sessions with the Game Designer and Project Managers to clarify and finalize UI redesign requirements.
Next, I conducted a thorough UX audit focusing on the FTUE, identifying key issues during playtesting, and documenting findings in an Excel file with color-coded severity levels.
Based on benchmarking analysis I created a moodboard with UI inspirations, choosing a bright orange as the primary attention-grabbing color and adopting a modern, military-style UI. This design direction was influenced by the clean, military aesthetic seen in games like Undawn.
Design phase started with creating lo-fi wireframes based on the GDD and research, and iterating on designs based on feedback from the Game Designer.
I designed the special offers UX/UI, revamped the tutorial UX/UI, and redesigned the entire UI, including new icons and avatars created with AI (Midjourney).
Additionally, I also created a new logo design, though it was not ultimately used due to the game name remaining unchanged.
Next, I moved to mockups and prototypes, that were followed by frequent internal A/B testing to gather feedback and make necessary adjustments.
I worked with developers in a close cooperation during the implementation. I was also conducting playtesting alongside QA team, and providing feedback via a detailed Excel file. Everything was topped by iterative design improvements based on feedback from developers and testers. Final changes ensured the design was cohesive and fully functional at launch.
First Time User Experience (FTUE) Improvements involved addressing several key issues by applying the 10 heuristics and a user-centered design approach, leading to a more intuitive user experience. Also, the AI-generated graphics provided a quick and effective visual upgrade for the game.
The decision to change the game’s name, logo, and UI was not communicated effectively to the active player community, leading to potential confusion.
This project was a significant first commercial experience, providing deep insights into asset creation, Unity implementation, and effective communication with developers.
I gained substantial knowledge about user onboarding processes in mobile games through FTUE design. The game could still benefit from more extensive UX research beyond the initial benchmarking, desk research, and UX audit that was conducted.
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