
Hello team!
The goal of this design report is to let everyone on the team know the design paths I have been following for ReVolt's UI and UX so that together we can create a unique experience for our player.
The design steps that I covered:
These are some general steps I followed to get more ownership over the project and act more precisely on what was important.
- ReVolt test, which allowed me to better understand the usability and actions needed throughout the game;
- Feedback from the team and users, which guarantees, from concrete data, to iterate more precisely on points that can be strengthened;
- Mapping of all the features, from the documentation on gitHub and the experiences and feedbacks, I started to delimit which interactions could be interesting to be refined or implemented;
- Wireframe, here I started to understand how the features could be arranged in the interface, always trying to reduce the maximum complexity or slowness in the actions;
- Prototype, one of the stages that I consider the most important, because it tries to advance the final user experience without the need to use the development team.
General guidelines:
Some aspects were defined from analyses of the game mode and gameplay, these aspects tend to assign weight to the choices that were made.
- Invisible interface, the goal is to ensure that the user has the main area of the game always visible and possibly always unobstructed to ensure that he has visibility of the game, and to enable him to perform quick actions while dodging or attacking enemies during rounds.
- Visual personality, ReVolt carries with it rich and characteristic elements that need to be used to give more personality to the interfaces and the story we want to tell, whether in the colors used, the textures, images, sounds, etc.
- Agility and clarity when performing actions, as the game has a climax and tension scale because of the swarm of enemies that invade the player's arena to try to kill him, forcing him to always keep alert and well equipped, it is important that the player can perform actions like absorption and rune enchantment quickly, so always prioritize for a low amount of clicks to get results.
- Contextual features, the interface adapts itself to the player's situation, it anticipates the action that needs to be performed, as pointed out earlier, agility is something important and it is built to support the player at any moment of the journey without him having to think or look for the functions.