My work
UX
giving the player what they need
Design Intent
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Make the game as intuitive as possible in the absence of a tutorial.
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Clearly communicate range and accuracy in the absence of a grid.
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Provide the player as much information as possible without using text.
Design Process​
When I joined the project a version of the game was already playable.
To improve on UX I followed this cyclical process:
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Playtest to identify information that are unclear to the player.
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Process Feedback and come up with ways to tackle the issues.
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Iterate in collaboration with graphics artists and programmers.
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Repeat.
This process went through a loop every other day, with rapid iteration used as a key process.
Results
In the end I got to a point where everything from the range and accuracy to the health and move distance of the characters was communicated in multiple ways.
Most players were able to understand the basics of the game without extra instructions provided.


Range and accuracy visualized when selecting "attack"
Movement visualization on hover
when selecting "move"
This was an interesting early project for me. It showed me that I enjoy the development process regardless of what kind of design I do and built my communication and collaboration skills. I always like sharing my experience so if you want to know more contact me at odysseastsiridis@gmail.com or linked in