Mockup image of Georifters

Georifters

Console Game

A puzzle game published on Steam, Nintendo, PS4, and Xbox. The game is up to 4 players, and provide single, teamup, and battle mode.

Team

Playerium 2D design team

My Role

Concept Artist Lighting UI/UX Design Video Editing

Tool

Adobe Photoshop Unreal Engine 4 Adobe XD Adobe Effect Maya Blender

Duration

1 year and 10 months

Overview

The background

Georifters is a console game which players use controllers to explore the UI. My responsibilities encompassed lighting, environment concept, UI, UX design, and video making.

Ideate

The 2D team started from UI design at first, then gradually join the UX design process.

UI/UX Design

The Goals

The art design team was not involved in the initial UX research but received a prototype that resembled a Sitemap. Therefore, in addition to the UI design, we were also designing the UX of the page.

Here are some goals that we were aiming to achieve on UI/UX.

  • ◆ Use elements from the 80s.
  • ◆ Control the performance of UI.
  • ◆ Preseve the extension of future updates and DLC

The Challenges

When designing the layout, we encountered some challenges:

  • ◆ The limited amount of buttons on a controller.
  • ◆ Need to match the way how a controller works on UI.
  • ◆ The UI needs to preserve the extension of future updates and DLC.

Design Decisions

When discussing the art style, we chose the relatively easy-to-produce 2D comic style due to the ease of production and time cost.

Style exploration in Brain Storming phase

Once we had decided on the style direction, we standardized the typeface, colors, and materials.

Mockup

We would provide engineers with a Techboard that includes the size specifications. In addition, we would also create a demonstration video so that engineers can understand the effect we want to achieve.

Prototype

Once the engineers have added the UI, the team members would start to try it out and test it. We would put our feedback in JIRA, an agile development software. 2D team would review these feedbacks, evaluate the problem, and make adjustments.

Usability Study

Besides usual internal tests, the company also arranged several usability studies with external personnel. After the studies, we would ask participants to fill out questionnaires. The question included the overall experience, the difficulty of operation, and UI/UX feedback. The results would be added to JIRA.

There were many findings from these usability sutdies. For example:

  • ◆ There should be an instruction page, so players could review the rules whenever they want.
  • ◆ Players should be able to learn the information of the character ability of each characters.

Refine the Design

Take Character Selection page in team up mode as an example. Players now can press Y button to check the character abiliy of their chosen character. Furthermore, we adjust the scale and porpotion of each elements, to help users focus on the character area.

Other work I have delivered

Beside the UI/UX, I also participated in other prats of the production. Here are some demonstration of them.

Visual Design

The 2D team had all worked on enviroment, characters, and props design.

The enviroment design start at the very early stage of the development. We were exploring the story at the same time. Fortunately, the idea of candy world had been selected as one of the main theme, and become the main character - Candy's hometown.

A world full of candies. Syrup rivers, gummy ball houses, and marshmellow trees.
Candy's hometown
Different design phrases of a character's outfit.
Different design phrases of a character's outfit.
A character jumping down the stairs. There are testing porps in teh scene.
Test props in the game environment

Lighting

Thanks to our delicated 3D props, lighting these scenes are really joyful.

There are 4 day light scene, and 5 night scene in total.

I also made some extra exploration for fun.

Some lighting examples in Georifters.

Video editing

The "Hero Spotlight" series are vidoes introducing the characters.

Takeaways

Designing for a console game is an exceptional opportunity that presents a multitude of unique challenges and invaluable learning experiences. In addition to the fundamental principles of user experience (UX) design, we are faced with overcoming the limitations imposed by controllers and ensuring optimal performance. Yet, despite the negotiations and necessary compromises, it is truly inspiring to witness the triumph over these obstacles and create a remarkable masterpiece.

This experience holds great value, as it prepares me to tackle unforeseen problems that may arise in future design projects. It instills in me the confidence to face any obstacles or restrictions head-on, knowing that exceptional achievements are still within reach. The lessons learned from designing for console games have strengthened my resolve and equipped me with the resilience to overcome any challenge that comes my way.

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