
UX/UI FOR GAMINg Case Study:
About this project:
This project was created during the 8-week UX/UI for gaming course at ELVTR. The purpose of this project was to create a case study of the already existing game Minecraft Dungeons and learn how to create UX/UI in the gaming industry through user experiences, player profiles, user stories, paper prototypes, flow charts, wireframes, and UI mockups. The goal of this project was to learn how to design various interface components specifically for games.
Player journey
Paper Prototype to Flow Chart
Wireframe
Usability Test
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After testing my game with two participants, I found that my wireframe was very clear to both users. Tester 1 was an intermediate gamer, with little to no knowledge of UX/UI. While tester 2 was also an intermediate gamer with knowledge of UX/UI and design. Both testers were very satisfied with the gaming experience in my wireframe and only had a few questions/concerns. A button missing to edit character, and an icon that can read a bit clearer. After gathering my feedback, I made these changes as I thought they would be helpful to my design.
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Testers really took a liking to my inventory screen. I feel that inventories and item selections/statistics can be very confusing, especially to new players or even returning players who play RPGs. I tried to fix some of those problems that I would see myself having in similar games and tried to make the screen as clear as possible.
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I took a lot of inspiration from other RPG games I have played in the past for the gameplay and inventory screen. As for the home screen, I took inspiration from online/multiplayer games.
UI Mood Board

UI Mockups


UI STYLE GUIDe
Accessibility tesy

Blue-Weak/Tritanomaly

Red-Weak/Protanomaly

Red-Blind/Protanopia

Green-Blind/Deuteranopia

Monochromacy/Achromatopsia

Blue Cone Monochromacy

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