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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.
MY ROLE
UX DESIGNER, USER TESTING
LENGTH OF COURSE
8 WEEKS
CHALLENGES
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COURSE LENGTH
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BALANCING WORK, FREELANCE
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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.
Player Journey
Paper Prototype
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
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.
Usibility Tests
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
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.
Accessibility
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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