User Interface design of a block shooter game

STONE BREAKER | UI ARTIST

 
 
 
 

THE GAME

Stone breaker is an online puzzle shooting game.

 

Stone breaker is a puzzle shooting game where you fire bullets at anthropomorphic shapes to clear them our the way and accumulating points by retrieving the bullets in the high scoring buckets. Each block requires a large number of hits to remove, and the fun is rebounding your stream of bullets to just the right so they hit multiple blocks at once. It's a low pressure puzzle game with a focus on colour and fun as much as skill.

 

INTRODUCTION

In this case study, you will see the development of a game user interface building on the artefacts which were discovered during the user research.

 

USER FLOWS

I researched similar games that used character progression systems. From there I identified potential user pain points and derived a few research objectives detailed below:

  1. Start a match

  2. View, edit, create, delete, test a collection

Start a match

 
 

INTERACTIONS USER CAN TAKE TO COMPLETE OBJECTIVE

The user can select which collection of power tools and weapon they will use in the next match.

User can view the collections before making a decision.

User can glance at the rewards available for this month. Can toggle from left to right to see previous and future rewards.

User can click the more information button in the rewards section.

User click play button to activate the player match search.

Once the match has ended. The user can see the match stats.

User can view how many points were gained from the last played match. A visual system shows if any rewards were unlocked and the user can view them.

View, edit, create, delete or test a collection

 

INTERACTIONS USER CAN TAKE TO COMPLETE OBJECTIVE

View task flow

User can view one of the collections, they can edit and delete from this action.

Edit task flow

User can edit one of the collections. Remove and add power icons and change the gun type.

 

Game window design

 

1.Unclear Information architecture

The understanding of what each ability has on the character stats was not clear for the participants to make an informed decision.

2. Choice paralysis

The participant was not able to make a decisive choice on which ability to upgrade or identify which ability was better for their needs.

3. Unclear character reset function

The reset feature wasn't clear for the participants as they did not know how much this change will cost them.

Wireframes

I researched similar games that used character progression systems. From there I identified potential user pain points and derived a few research objectives detailed below:

Art direction

I researched similar games that used character progression systems. From there I identified potential user pain points and derived a few research objectives detailed below:

 

Moodboard

Design system

I researched similar games that used character progression systems. From there I identified potential user pain points and derived a few research objectives detailed below:

 

Characters

I researched similar games that used character progression systems. From there I identified potential user pain points and derived a few research objectives detailed below:

 
 
 
 
 
 

Weapons

I researched similar games that used character progression systems. From there I identified potential user pain points and derived a few research objectives detailed below:

 
 
 
 
 
 

Power Icons

I researched similar games that used character progression systems. From there I identified potential user pain points and derived a few research objectives detailed below:

 
 
 
 
 
 

Levels

I researched similar games that used character progression systems. From there I identified potential user pain points and derived a few research objectives detailed below:

 
 
 
 
 
 

Home page

I researched similar games that used character progression systems. From there I identified potential user pain points and derived a few research objectives detailed below:

 
 
 
 

Prototype

I researched similar games that used character progression systems. From there I identified potential user pain points and derived a few research objectives detailed below:

 

User flow

 

Wireframe

 

UI Design

 

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Fantasy Football

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