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Mirror Labyrinth

Durion: 5 Months

Categoery: Team Project

Role: Digital Designer

Tool: Unity, Photoshop, After Effects

You will need an X-BOX controler for the game

M.jpg
Game Logo Design

I start with the sketch of our team LOGO. Firstly, I abstract some elements from our game which are mirror pieces  & Puzzles.

After several rounds of revisions, I ultimately chose to incorporate a blend of the G and B shapes in the creation of our team's logo.

Game Flow

 

I started with the task flow in order to determine the flow of gameplay, including how players progress through levels or stages.

Main Menu & Pause Menu

The idea of the start menu is the shape of the main weapon in our game; Hand Mirror, which has been divided into four buttons by using the pattern of mirror pieces.

Game Wireframes

I created a rough storyboard that outlines the screens and interactions. This will serve as a visual representation of how the game will progress.
Indicate transitions between menus, levels, and gameplay segments.

Start Screen Iterations

The design concept merges mirror and puzzle elements within the game mechanic, fostering an aura of intrigue that beckons players to embark on a journey of discovery.

After a few rounded discussions, the team chose the last version as the temporary start screen.

Player Aiming UI Idearation

The very first version is simple, however, our game required accuracy when deflecting the ball as the game setting is One-Hit-Kill. So I extended the length of the aiming tie to improve the game experience.

Then I tried different shapes and colours as combination and tested Unity to decide which pattern is better.

Diegetic Tutorial UI (In-game tutorials)

In order to create a seamless game experience players are less likely to feel pulled out of the game world when receiving instructions or guidance. I created these tutorial animations and implimented them with game environments in Unity. 

Tutorial_Deflictbal_color (1).gif
Tutorial_Aim.gif
Benefits
These tutorials provide context-sensitive information. Players learn how to perform actions or use game mechanics in situations where they are most relevant, increasing the likelihood of retention and comprehension.

Players can progress through the tutorial as they naturally progress through the game. This avoids the need for a separate tutorial section, allowing for a smoother transition into gameplay.

Game Testing

After a few rounds of game tests. I collected some feedbacks which are UI/UX related.

 

  • ​The start screen needs to contain more visual elements that are game-related.

  • The guides on the player for swinging and aiming are helpful but a little persistent.

  • The aiming indicator could block players' view in some game environments.

  • During combat, it was challenging to determine how much life the Enemies had left because there wasn't enough visual feedback.

  • The main menu sometimes doesn't take players to the next page instantly.

Game Start Screen Motion design
Level Up Animation

After defeating the level boss, the screen will shatter like glass, symbolizing the player's escape from the nightmare.

More to explore

© 2024 Designed by Kadence Zhu

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