UI/UX Designer

A “reverse tower defense” game where you play as the waves of minions attacking the fortified towers of a dwarven fortress. Upgrade and build several kinds of zeppelins and watch them lay waste to your enemies.

  • Unity and Custom Engine

  • 10-person team - designers, programmers, artists, and sound designer

  • Fall 2022 - Spring 2023

  • Released

The Game

Design Goals:

  • Develop a game in a custom C++ engine

  • Learn to work with a large interdisciplinary team

  • Prototype and iterate quickly

  • Find an appropriate project scope through self-assessment

The game began as a digital board game, but we pivoted early in development to a more active mode of gameplay due to concerns with the UI-heavy engine requirements. It was an interesting challenge to redesign the core gameplay while still maintaining the elements that first excited us about the game, but through a lot of communication with the team, we settled on a concept that made the best use of all our combined talents while still fitting into our semester deadline.

We created a shared document containing a list of every visual and audio asset in the game and held regular meetings to share our progress and discuss concept art and ideas.

Our design team was responsible for creating and maintaining the Unity prototype for our game while our programming team worked on building a custom C++ engine. We worked closely with our programming team to keep the prototype in scope so that the engine could be completed within our time constraints, but in the latter half of the year, we switched over to working and testing fully in the engine.

Throughout the project we also learned industry processes like formal presentations, strike team development, and time management for strict deadlines.

My Role

Responsibilities:

  • Prototyped and designed the game’s UI

  • Developed a Unity prototype to help guide engine development

  • Implemented several VFX in custom engine

  • Maintained a Game Design Document

As a designer, I helped guide the team by thinking ahead and planning out core gameplay elements and general game structure, as well as its theme and aesthetics. I also conducted regular playtests to gather constant feedback and iterate on the game.

As the UI/UX designer on the team, I have learned a lot about screen layouts and player learning. The UI went through several iterations, and I used Figma to quickly prototype different layouts. I also worked closely with our UI artist to give the UI a strong theme and feel, to make the game feel more alive and tangible.

I worked with my Lead Designer to quickly prototype the core gameplay elements and find a place for every art and sound asset our team had made, and the prototype served as the roadmap for the engine and a sandbox to playtest and adjust gameplay.

One of the most important things I learned during this project was the importance of strong design pillars. We didn’t start the project with them, but when we introduced them into our workflow and discussions later on in development they had an immediate and noticeable effect on decision-making and cohesion.