Minecraft Dungeons

  • User Research.

  • Player Journey

  • Paper Prototype

  • Flow Chart

  • Low-Mid-High Fidelity Wireframes.

  • Usability Test

  • Style Guide

  • Accessibility Color Blindness

The project

ELVTR Gaming UX/UI
2023

— Client

Bridge the gap that exists between the game developer’s intentions and the players expectations.

-Develop an iterated proposal, creating a Style Guide based from Cuphead Don’t deal with the devil game.

— Goal

  • Player Journey

  • Paper Prototype

  • Flow Chart

  • Wireframes

  • Usability Testing

  • Iteration

  • UI Mockups

  • Accessibility (Color Blindness)

— Process

PLAYERJOURNEY

PAPER PROTOTYPE

FLOW CHART

LOW FI

  • First proposal after research and developing the user flow.

  • Tasks were assigned to the players

    1. START ONLINE GAME

    2. FIND DIRECTION ARROW/INDICATOR/COMPASS

    3. EQUIP ARMOR IN THE ARMOR SLOT

    4. EXPAND MAP

    LEARNINGS:

    PLAYERS CONFUSED BY PRIVATE OR PUBLIC GAME SWITCH OPTION, UNSURE OF THE FUNCTION.

    PLAYERS COULD NOT IDENTIFY THE DESIGNATED SLOT FOR ARMORS.

  • Iterated prototype after players feedback

CUPHEAD STYLE GUIDE 

Took inspiration from Cuphead “Don’t Deal With The Devil” to generate the style guide for the Hi Fidelity Wireframes and explore how a different style/buttons/headings would affect the user experience.

HI-FI WIREFRAMES

Accessibility (Color Blindness)

The positive results from the usability test gives confidence that all the proposed changes improved the player's gaming experience.

-Simplified Home Screen
- Highlighting the compass indicator
- Bigger slot category identifier to load equipment
- A mini map that is always visible but still expandable

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