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UX GAME DESIGN
ELVTR

This project involved an in-depth study of Minecraft Dungeons to gain a deeper understanding of UX/UI practices within a gaming context. It was completed as part of ELVTR’s UX/UI in Gaming course, where we explored various design principles and methodologies specific to the gaming industry.

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MY ROLE 
UX DESIGNER, USER TESTING 

LENGTH OF COURSE
8 WEEKS

CHALLENGES 

  • COURSE LENGTH

  • BALANCING WORK,  FREELANCE

  • NEVER PLAYED THE MINECRAFT GAMES 

PROCESS 

PLAYER JOURNEY

In phase one, I tracked the player experience to ensure it aligned with the game designer's intentions. This included providing constructive feedback and mapping out each step of the gameplay. My analysis aimed to identify areas for improvement and enhance the overall player experience.

Austin Morales ELVTR. UX_UI for Gaming. Player Journey
Player Journey

PAPER PROTOTYPE

In phase two, I organized gameplay options and player behavior into categories based on narrative lines. This involved creating a paper prototype to visually map and test gameplay scenarios, refining the narrative flow, and enhancing the player experience.

Austin Morales ELVTR. UX_UI for Gaming. Class 1-13 (April - May) (6).png
Paper Prototype

FLOWCHART

In phase three, I structured the gameplay options and events into a flowchart that outlines player choices and events based on in-game screens. Branching paths were created to represent different player choices and outcomes.

Austin Morales ELVTR. UX_UI for Gaming. Class 1-13 (April - May) (7).png
Flowchart

WIREFRAME

In phase four, I created wireframes to visualize information on the screen for its intended purpose. These wireframes served as visual prototypes, focusing on layout and player interaction rather than high-quality graphics. They were evaluated and elaborated upon to ensure effective design.

Wireframe

Home Screen

Austin Morales ELVTR. UX_UI for Gaming. Class 1-13 (April - May) (8).png

Gameplay Screen

Austin Morales ELVTR. UX_UI for Gaming. Class 1-13 (April - May) (9).png

Inventory Screen

Austin Morales ELVTR. UX_UI for Gaming. Class 1-13 (April - May) (10).png

USIBILITY TESTS

In phase five, I conducted usability tests to evaluate the design's effectiveness and gather user feedback. The findings revealed that some icons caused confusion, as users struggled to understand their shapes and meanings. Participants suggested incorporating clearer instructions and more detailed descriptions of items to enhance usability.

Austin Morales ELVTR. UX_UI for Gaming. Class 1-13 (April - May) (11).png
Usibility Tests

ITERATIONS

In the next phase, I iterated on the wireframes based on the feedback from the usability tests. These adjustments focused on clarifying icon designs and providing more detailed instructions and descriptions to improve the overall user experience.

Austin Morales ELVTR. UX_UI for Gaming. Class 1-13 (April - May) (13) (1).png
Iterations

UI MOCKUPS

In the following phase, I collected UI assets from Adobe Stock that closely resembled the Minecraft UI. Using the iterated wireframes as the foundation, I built out the UI screens in Photoshop and Illustrator. This ensured that the visual elements were consistent with the game's aesthetic and helped create a cohesive design experience.

UI Mockups

Home Screen

Austin Morales ELVTR. UX_UI for Gaming. Class 1-13 (April - May) (15).png

Gameplay Screen

Austin Morales ELVTR. UX_UI for Gaming. Class 1-13 (April - May) (16).png

Inventory Screen

Austin Morales ELVTR. UX_UI for Gaming. Class 1-13 (April - May) (17).png

ACCESSIBILITY

To accommodate gamers with vision impairments, I made several adjustments. Elements were designed to be easily distinguishable, and I added an outline to the character to improve visibility against various backgrounds. Selected items were clearly marked with outlines, and the size of inventory stats for weapons was increased to enhance readability.

Austin Morales ELVTR. UX_UI for Gaming. Class 1-13 (April - May) (18) (1).png
Accessibility
minecraft ui home (1).png

UX GAME DESIGN
ELVTR

Rather than drastically altering the existing design concepts, I focused on recreating and improving various elements. This process helped me better understand the rationale behind the original designs. With more time, I would have experimented with different aesthetic variations, such as asymmetrical layouts, in the HUD design. This project has offered me valuable insights into UX/UI design in gaming, and I look forward to utilizing these insights in future projects.

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