In this project I was tasked with

In this project I was tasked with

In this project I was tasked with

Designing a clear and intuitive Combat Interface for a mobile game while balancing smooth interactions, strategy and immersion.

Designing a clear and intuitive Combat Interface for a mobile game while balancing smooth interactions, strategy and immersion.

Role

Role

Role

Product Designer

Product Designer

Product Designer

Tools

Tools

Tools

Figma

Figma

Figma

Timeline

Timeline

Timeline

4 weeks

4 weeks

4 weeks

Disciplines

Disciplines

Disciplines

UX Design

UX Design

UX Design

UX Research

UX Research

UX Research

Interaction Design

Interaction Design

Interaction Design

Setting the stage

Setting the stage

Setting the stage

What is TEOTL: New Age

What is TEOTL: New Age

The game combines an evolving narrative, tactical gameplay and dynamic battles to create an immersive experience.

It is a Mobile Gacha RPG set in a dystopian world, where players build hero teams and engage in strategic combat.

The game combines an evolving narrative, tactical gameplay and dynamic battles to create an immersive experience.

It is a Mobile Gacha RPG set in a dystopian world, where players build hero teams and engage in strategic combat.

The game combines an evolving narrative, tactical gameplay and dynamic battles to create an immersive experience.

It is a Mobile Gacha RPG set in a dystopian world, where players build hero teams and engage in strategic combat.

Screenshots of the current app

My Role

My Role

My Role

  • UX & Visual Designer

  • UX & Visual Designer

  • UX & Visual Designer

  • Crafted wireframes, interactive prototypes and UI assets.

  • Crafted wireframes, interactive prototypes and UI assets.

  • Crafted wireframes, interactive prototypes and UI assets.

  • Implement all the interfaces in engine and also script all the necessary animations required for the interfaces.

  • Implement all the interfaces in engine and also script all the necessary animations required for the interfaces.

  • Implement all the interfaces in engine and also script all the necessary animations required for the interfaces.

🎯 Project Goals

🎯 Project Goals

🎯 Project Goals

  • Improved Usability: Enhance navigation and usability for a smoother player experience.

  • Improved Usability: Enhance navigation and usability for a smoother player experience.

  • Improved Usability: Enhance navigation and usability for a smoother player experience.

  • Enhanced Player Experience: Making interactions more intuitive and enjoyable.

  • Enhanced Player Experience: Making interactions more intuitive and enjoyable.

  • Enhanced Player Experience: Making interactions more intuitive and enjoyable.

  • Diegetic UI Design: Ensuring the UI blends seamlessly into the game world for better immersion.

  • Diegetic UI Design: Ensuring the UI blends seamlessly into the game world for better immersion.

  • Diegetic UI Design: Ensuring the UI blends seamlessly into the game world for better immersion.

⚠️ Project Challenges

⚠️ Project Challenges

⚠️ Project Challenges

  • Balancing Immersion & Clarity: Keeping the UI visually cohesive with the game’s aesthetic without sacrificing readability.

  • Balancing Immersion & Clarity: Keeping the UI visually cohesive with the game’s aesthetic without sacrificing readability.

  • Balancing Immersion & Clarity: Keeping the UI visually cohesive with the game’s aesthetic without sacrificing readability.

  • Ensuring Responsiveness & Feedback: Making animations and interactions feel intuitive and enhancing player engagement.

  • Ensuring Responsiveness & Feedback: Making animations and interactions feel intuitive and enhancing player engagement.

  • Ensuring Responsiveness & Feedback: Making animations and interactions feel intuitive and enhancing player engagement.

The Problem Statement

The Problem Statement

Players struggle with an unclear, unresponsive combat UI, making it hard to execute actions smoothly and stay engaged. The lack of intuitive feedback and seamless interaction disrupts gameplay.

Players struggle with an unclear, unresponsive combat UI, making it hard to execute actions smoothly and stay engaged. The lack of intuitive feedback and seamless interaction disrupts gameplay.

Limited responsiveness, inconsistent animations and a disconnect between the UI and game aesthetics reduce usability, impacting immersion and making combat feel less fluid and satisfying.

Limited responsiveness, inconsistent animations and a disconnect between the UI and game aesthetics reduce usability, impacting immersion and making combat feel less fluid and satisfying.

The Problem Statement

Players struggle with an unclear, unresponsive combat UI, making it hard to execute actions smoothly and stay engaged. The lack of intuitive feedback and seamless interaction disrupts gameplay.

Limited responsiveness, inconsistent animations and a disconnect between the UI and game aesthetics reduce usability, impacting immersion and making combat feel less fluid and satisfying.

Define

Define

Define

Combat Scene Requirements

Combat Scene Requirements

The combat interface needs to fulfill several key requirements to ensure a smooth and engaging battle experience:

The combat interface needs to fulfill several key requirements to ensure a smooth and engaging battle experience:

The combat interface needs to fulfill several key requirements to ensure a smooth and engaging battle experience:

Turn Order

Turn Order

Turn Order

Displays the upcoming and current turns of both player and enemy characters, helping players strategize.

Displays the upcoming and current turns of both player and enemy characters, helping players strategize.

Player Info

Player Info

Player Info

Shows key details of the active character including health, name and status effects for easy tracking.

Shows key details of the active character including health, name and status effects for easy tracking.

Ability Container

Ability Container

Ability Container

Displays the available abilities of the active character, making it easy for players to choose their next move.

Displays the available abilities of the active character, making it easy for players to choose their next move.

Other Actions

Other Actions

Other Actions

Includes options like defense or swap, offering flexibility during combat.

Includes options like defense or swap, offering flexibility during combat.

Competitor Analysis

Competitor Analysis

Examining how each game designs its combat UI for strategy, clarity, and player experience.

Examining how each game designs its combat UI for strategy, clarity, and player experience.

Examining how each game designs its combat UI for strategy, clarity, and player experience.

Turn Order Display

Turn Order Display

  • Shows upcoming turns for both allies and enemies on the left side of the screen.

  • Shows upcoming turns for both allies and enemies on the left side of the screen.

Player Info Display

Player Info Display

  • Displays health, energy and status effects at the bottom (in Sections).

  • Displays health, energy and status effects at the bottom (in Sections).

Ability Display

Ability Display

  • No abilities are displayed but a cooldown is present.

  • No abilities are displayed but a cooldown is present.

Turn Order Display

Turn Order Display

  • Timeline at the bottom, showing upcoming turns for all characters.

  • Timeline at the bottom, showing upcoming turns for all characters.

Turn Order Display

Turn Order Display

  • Shows upcoming turns for both allies and enemies on the left side of the screen.

  • Shows upcoming turns for both allies and enemies on the left side of the screen.

Ability Display

Ability Display

  • Icons with mana/energy requirements and cooldown timers.

  • Icons with mana/energy requirements and cooldown timers.

Takeaways

Takeaways

Takeaways

  • Clear distinction between enemy team and player team.

  • Clear distinction between enemy team and player team.

  • The Turn Order is mostly in straight lines.

  • The Turn Order is mostly in straight lines.

  • Info about the player and their teammates' ultimate abilities.

  • Info about the player and their teammates' ultimate abilities.

  • The passive effects are above the player characters and enemies.

  • The passive effects are above the player characters and enemies.

Design

Design

Design

Low-Fidelity Wireframes

Low-Fidelity Wireframes

Low-Fidelity Wireframes

  • Sketched rough UI concepts on paper to quickly explore different layouts and interactions.

  • Sketched rough UI concepts on paper to quickly explore different layouts and interactions.

  • Sketched rough UI concepts on paper to quickly explore different layouts and interactions.

  • Used these early drafts to refine ideas before moving to digital wireframes.

  • Used these early drafts to refine ideas before moving to digital wireframes.

  • Used these early drafts to refine ideas before moving to digital wireframes.

Mid-Fidelity Wireframes + Feedback (Version 1)

Mid-Fidelity Wireframes + Feedback (Version 1)

Mid-Fidelity Wireframes + Feedback (Version 2)

Mid-Fidelity Wireframes + Feedback (Version 2)

Before showcasing the final combat screen, let’s first look at its key components to see how they shape the overall experience.

Before showcasing the final combat screen, let’s first look at its key components to see how they shape the overall experience.

Combo Info Component

Combo Info Component

Health Bar

Health Bar

Health Bar

  1. This bar indicates the character's health.

  1. This bar indicates the character's health.

  1. It can be filled and depleted based on the ally’s and enemy’s actions.

  1. It can be filled and depleted based on the ally’s and enemy’s actions.

Ultimate Bar

Ultimate Bar

Ultimate Bar

  1. This bar indicates the character's special move charge.

  1. This bar indicates the character's special move charge.

  1. It fills up based on the character’s actions.

  1. It fills up based on the character’s actions.

Targeting Frame

Targeting Frame

Targeting Frame

  1. This arch is used to display which ally the character is targeting.

  1. This arch is used to display which ally the character is targeting.

  1. There are character specific icons as well.

  1. There are character specific icons as well.

Character Base

Character Base

Character Base

  1. This circle is used to indicate if the character is active or not.

  1. This circle is used to indicate if the character is active or not.

  1. It changes colors to indicate different actions as well (refer below)

  1. It changes colors to indicate different actions as well (refer below)

Primed Ability Frame

Primed Ability Frame

Primed Ability Frame

Used when the enemy is being targeted

Enemy Targeting Frame:

Used when the enemy is being targeted

Used when the enemy is being targeted

Used when the enemy is being targeted

Primed Ability Frame

Primed Ability Frame

Primed Ability Frame

Used when the player’s primed ability is active

Used when the player’s primed ability is active

Used when the player’s primed ability is active

Ultimate Ability Frame

Ultimate Ability Frame

Ultimate Ability Frame

Used when the player’s ult move is active

Used when the player’s ult move is active

Used when the player’s ult move is active

Healing Ability Frame

Healing Ability Frame

Healing Ability Frame

Used when the player’s is casting healing on an ally

Used when the player’s is casting healing on an ally

Used when the player’s is casting healing on an ally

Turn Order Component

Turn Order Component

The turn order displays the upcoming turns of both the allies and enemies. With each ally and enemy character having unique portraits.

The turn order displays the upcoming turns of both the allies and enemies. With each ally and enemy character having unique portraits.

The turn order displays the upcoming turns of both the allies and enemies. With each ally and enemy character having unique portraits.

Character Info Component

Character Info Component

Health Bar

Health Bar

Character Potrait

The character portrait changes based on the active character.

The character portrait changes based on the active character.

Name Banner

Name Banner

Name Banner

This banner displays the name of the active character

This banner displays the name of the active character

Health Bar

Health Bar

Health Bar

This bar displays the health of the active character.

This bar displays the health of the active character.

Passive Abilities

Passive Abilities

Passive Abilities

These 6 circles each contain passive abilities of the character.

These 6 circles each contain passive abilities of the character.

Combo Info Component

Combo Info Component

Ultimate Attack

Ultimate Attack

Ultimate Attack

Displays the ultimate attack and fills up in the BG.

Displays the ultimate attack and fills up in the BG.

Ability Container

Ability Container

Ability Container

Contains the abilities that character is able to use.

Contains the abilities that character is able to use.

Ultimate Charging State

Ultimate Charging State

Ultimate Charging State

The ultimate is charging (indicated with the blue fill bg).

The ultimate is charging (indicated with the blue fill bg).

Ultimate Charged State

Ultimate Charged State

Ultimate Charged State

The ultimate is at max charge and can be used by the player.

The ultimate is at max charge and can be used by the player.

Abilities

Abilities

Abilities

The 3 main Abilities of the active player character.

The 3 main Abilities of the active player character.

These icons will change based on the character.

These icons will change based on the character.

Other Actions Component

Other Actions Component

Help Section

Help Section

Help Section

  • Pause button

  • Tutorial button

  • Pause button

  • Tutorial button

Reserves

Reserves

Reserves

  • Two characters that player can switch and use during combat

  • Two characters that player can switch and use during combat

  • Two characters that player can switch and use during combat

Miscellaneous Actions

Miscellaneous Actions

Miscellaneous Actions

  • Defense Button

  • Swap Character button

  • Defense Button

  • Swap Character button

Final Screens

Final Screens

Role

Product Designer

Tools

Figma

Timeline

4 weeks

Disciplines

UX Design

UX Research

Interaction Design

Let's work together!

This is the part where we collab ⸜(ˊᗜˋ)⸝

(407) 543-7648

yr020409@gmail.com

Let's work together!

This is the part where we collab ⸜(ˊᗜˋ)⸝

(407) 543-7648

yr020409@gmail.com

Let's work together!

This is the part where we collab ⸜(ˊᗜˋ)⸝

(407) 543-7648

yr020409@gmail.com

Let's work together!

This is the part where we collab ⸜(ˊᗜˋ)⸝

(407) 543-7648

yr020409@gmail.com