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