
| Challenges | |
|---|---|
| - Short time span | |
| - Using Figma for the first time | |
| - Creating a cohesive and effective design that emulates both games design philosophies and mechanics |
| UX Design | |
|---|---|
| Overview | Watched through gameplay of Minecraft Dungeons to gauge how a new player would act, what caught their attention, what confused them, and how the UX/UI guided them. Made a paper protoype and flow chart based on that. Made a basic wireframe combining the elements of Minecraft Dungeons and Elden Ring. Interviewed various people from different age groups and gaming experience to determine if wireframe was user-friendly. |
| Player Journey |
| Paper Prototype & Flow Chart |
| Wireframes & Iterations |
| Usability Test |
Recruitment: 20 - 65 years old, any gender. Experience: No previous experience needed. Task Design: Players will go through different wireframes while describing what they see and how they feel interacting with each screen. |
| Results |
|---|
| = All interviewed users never played Minecraft Dungeons. 2 users have played Elden Ring and other similar games. Older users have not played any new games since the early 2000s - Players wanted further clarity on certain element via color or by changing it's location - Majority also wanted further text clarity particularly in the Inventory Menus + Overall, users liked the interfaces. + When shown the originals (Elden Ring and Minecraft Dungeons) at the end of the interview, all testers can see the influence of both UIs. In my second version, I focused cohesive color choices based on the users' experiences and adjusted the element mapping. |
| UI Design | |
|---|---|
| Overview | Made a style guide primarily of the UI design style of Minecraft Dungeons with the UX frame mainly inspired from Elden Ring. Did a color blindness simulation test to ensure better gaming experience for everyone. |
| Style Guide |
| Mockups |
| Color Blindness Simulation |
| Outcomes |
|---|
| + Gained a better understanding of UI/UX principles in gaming + Learned how to work within a short time frame + Gained experience on readapting two different games and styles into one cohesive visual style. + Learned how to further iterate ideas for better game interfaces that help and appeal to different players. |
| Post-Mortem |
|---|
| This project gave me a deeper appreciation to UX/UI design in gaming. I would love to continue practicing and improving this skill along with my current art skills with a higher focus on honing on creating memorable and fun visual screens while remaining user-friendly for everyone. |
| Shop — Now Open! |
|---|
| Etsy! Current Pre-Orders: Link Click Dango |
| Commision Info! |
|---|
| Commission Form Slots: WORK IN PROGRESS. Rules and Expectations. Commision Form |
| .status : comms: PENDING |
| CV | |
|---|---|
| Selected Group Exhibitions | |
| 2024 | |
| Reorienting Towards Remembrance: the 25th Thacher Art + Architecture Annual - USF Thacher Gallery (May - June 2024) | |
Asterisk - SOMARTS - San Francisco, CA (May 2024) | |
| Exhibition Organizer | |
| San Francisco Exhibition and Events Intern | |
Remember Me: American Carved Stone Books from the Ian Berke Collection (April-June 2024) | |
Unfolding Duplications: Contemporary Risograph Publishing (July-October 2024) |
| Clients |
|---|
| University of San Francisco - Game Day Team |