PROJECT : Machine Mind
ROLE : UI UX Designer
DURATION : 8 months
XP Summit Trailer
In Machine Mind you're tasked with rescuing allies with a team of drones. Swap between each drone on the fly while utilizing their unique abilities to traverse the level and avoid danger . Each successful rescue unlocks additional content and skins for yourself and others!
Role & Responsibilities
As the UI/UX designer I prototyped, documented and implemented various elements for the User Interface. I worked closely with the engineering team and was responsible for entire areas of the user journey, user interface, interactions and visual direction
My contributions consists of icons, logos, buttons, animations, typography, wireframes, mockups etc
Mapping & Research
Our goal for the highest level of player engagement is during our GAME STATE, as such I mapped out the mean for players to enter t hat state as frictionless as possible with a few key considerations in mind.
users ability to access a tactical view of the game state
users ability to rapidly reset the current game state
users ability to re-enter the game state once completed (reruns)
This step ended up having little to no revisions as we began ideating only after we solidified a vision, scope and full feature list for our game.
User Journey Map
For the first month I conducted weekly research dives to throw together small moodboards to help inspire and inform the look of the games UI, whilst adhering to the visual style laid out by our Art lead.
I searched for compatible titles based on :
Setting : Sci-fi
Mechanics : Drones
Genre : Stealth/ Tactical
Design research : HUD Moodboard
Mockups & Iteration
Most of my prototyping was done in low-fi. As we identified key user needs through design meetings, mentorship sessions and playtesting, I was able to rapidly iterate on each layout to form intuitive solutions for each problem.
Once the team started setting up game scenes to test our core mechanics I was able to begin prototyping HUD elements and layouts to address key features and user needs.
The main advantage of iterating during this step was the ability to address and compensate for the lighting, color and shape contrast of various objects and elements in the game world.
As development continued and we approached gold master I was able to finalize a lot of the layouts for the HUDS and menus. I developed a style guide, after which I worked with our engineering members to implement the UI to the best of their capabilities whiles trying to remain faithful to the initial design spreads in Figma.
UI & HUD Finals from Figma
Final palette selection
Icons were drafted for the map, menus and HUD closer to the end of the development cycle. The executive decision to keep them universally recognizable was made by the team as a whole.