Survival Nation is a top-down survival-shooter game adapted from its original VR version. My role was focused on slight UI redesign, creating UI elements for new features, including in-game chat, and providing extensive UX/UI analysis to enhance the overall user experience.
To ensure cohesiveness with the existing design while transitioning from VR to a top-down PC experience, and focus on the 10 usability heuristics and holistic UX approach during the analysis phase. The main challenge was to adapt the VR-centric design to a top-down PC format while maintaining usability and user engagement. And also, conducting a thorough UX/UI analysis to improve the existing design without disrupting the core experience.
MY ROLE | UX/UI Designer
DEVELOPED BY | Wenkly Studio
PLATFORM | PC
MY SCOPE:
- New features UX/UI design
- Tutorial UI re-design
- UX/UI audit
- Creating infographic content
- Buttons design
I collaborated closely with developers on the tutorial redesign, campfire UI, in-game chat, and other features. Independently I conducted a comprehensive game UI analysis, providing actionable insights to the Project Managers.
Participated in discussions with Game Designer to confirm the art direction and style.
I performed research by analyzing gameplay videos of top-down games and their UI with in-game chat features. This included titles like League of Legends, Diablo IV, Don’t Starve Together, Foxhole, and Wayfinder. The wide scope allowed me to identify common UI solutions across different styles and genres, providing a foundation for further design decisions. It was necessary to find out what and how to correct, to improve the current UI adapted from Survival Nation (i.e. colors, layout).
I reated a moodboard with UI inspirations and references, selected color palette, and established the information architecture. I regularly discussed these elements to ensure alignment with the project’s goals. I used UX techniques to refine the design based on the research outcomes. This iterative process involved of course frequent gathering and implementing feedback.
I collaborated with the Game Designer to validate the user flow for new features, and created mockups, followed by initial dry-runs and A/B testing in each case.
I worked closely with developers during the implementation, making necessary adjustments. I was not responsible for implementing the UI in Unity, but I collaborated with the developers to ensure the final product matched the design. Minor refinements were made, until final version was approved and implemented in the game.
- The tutorial guide’s layout was significantly improved, with better use of space and a more professional appearance.
- The travel option was designed to be more accessible and user-friendly.
- Enhanced the readability of the "screen of death" UI, leading to a better user experience.
The design of the intro screen took longer than expected, causing a bottleneck in the implementation process. This experience taught me the importance of clearly defined deadlines.
Developers often provide valuable insights, and it's super-importat to listen, and encourage open communication to benefit from their feedback.
While the game received a visual polish, and basic audit was condusted, a more comprehensive UX audit could offer further opportunities for improvement, particularly in areas affecting usability and player engagement.
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