Timeline | 2019, 4 months
Project | School project
My Role | Game Design, Level Design, Prototyping, UI Design
Platform | Andriod
Technology | Unity, C#
What is OOWEN
"OOWEN" is a mobile puzzle game that utilizes accelerometer sensors in the device to provide a unique and entertaining way of controlling gameplay. It features seven mini-games which require players to shake or tilt their device to complete objectives.
The emergence of technologies such as virtual reality and motion detection has revolutionized gaming. However, smartphones have even more capabilities than we often acknowledge. With this in mind, I aim to experiment / create a innovative mobile gaming experience.
Let me introduce "OOWEN"
HOW I GOT THERE...
01. Ideation : Game Design Concept
My research revealed that Android mobile devices have various sensors, including the accelerometer, that could be utilized in a game. I aimed to create a puzzle game with multiple mini-games, which players can complete by tilting or shaking their device. This project also provided an opportunity to explore creating an engaging idle game
Game Design Pillars
To start a game design, I set parameters to guide the design and production process. Creating a set of game pillars helps me focus on the fundamental characteristics that will define the basis of the game design.
Design a Tangible embodied interaction experience for idle gamers.
One challenge I faced during the game design process was creating a simple and addictive gameplay experience for idle gamers while considering the mobile device's capabilities. The game's core mechanics consist of a collection of mini-games or small tasks that can be completed quickly.
03. Paper Prototype
During the initial stage of visualizing my game design concepts, I created a paper prototype for users to test the gameplay. The prototype imitated a smartphone, with paper pages serving as the screen interface.
Key findings through user testing:
- I found that the screen had too much text and that using visual elements such as strong illustrations and animations was a better way to communicate instructions and actions to users.
04. Game Flows
To understand the features the player interacts with, I created a game flow mapping out all the screens a player can navigate through in the mobile game. Initially, my map included the overall game loop.
- A reward system.
- Easy/Normal/Hard mode.
- A setting bar features in the game flows.
Iteration ( see game flows #2) :
Due to the time constraints of the project, I opted to focus on specific sections of the game flow to showcase my game concepts. Instead of featuring easy/normal/hard modes, I chose to present a demo of the game's stage and level design for people to test
Visual Language ---
Visual Language ---
UX to UI Design
low-fidelity to high-fidelity Wireframe
Initially, the main menu icons lacked clarity, so I added animated text above each icon to define them better.
- I used an "i" mark to represent an informative icon, but this didn't convey the function of the "how to play" button
- Circles marked the stage selection icon, which was unclear to users.
- To address this feedback, I added text to the menu to provide more clarity about the different functionalities of the buttons.
During the design process, I initially included a timer and three hearts to represent the player's life on the game screen. However, due to technical constraints, I had to remove these features.
- I realized that the door icon I used to represent the exit of the game was misleading.
- I intended for a pop-up pause menu to appear when the player tapped the icon. Therefore, I changed the icon to a pause button to make its functionality clearer to the user.
During the pause menu design phase, I aimed to make the UI more visually coherent. However, I received feedback that prompted me to make the following changes:
- Replace the "replay" button with an "X" button for a more effective way for players to continue or retry the game.
- Add a stage selection option to provide a shortcut for players to switch between stages.
- Change the "exit door" button to a "home" button as players were confused about where the exit led.
Technical Challenges: Unity Engine
1. Define your game design pillars
It is important to focus on delivering the most important gameplay experience to players.
2. Replay value ( process repeated throughtout the game)
Create replay value through a challenge mode where players attempt to complete a collection of "mini-games" continuously without failing.
3. Receiving feedback from different types of players
Seek feedback from diverse groups of people, including classmates, instructors, and those outside of your field, to iterate and improve your design during the prototyping stage. ( know your problems earlier than later )
If I have more time---
Next Steps (Possiblities)
1. More varied level design
If without the constraints of time in this project. I want to focus on designing and building levels that have more variety for the player.
2. Reward system implementation
Adding a reward system to the game would enhance the player's experience by providing a sense of achievement and satisfaction through receiving rewards.
3. Multi-player option addition
Adding a multiplayer option to my game would allow players to collaborate or compete against each other on mini-games, fostering teamwork and a sense of victory
Trying to become a better designer everyday !
Trying to become a better
designer everyday !
© 2022 Dionne Mok - Designed with love and effort