Designing UI for survival shooter mobile game
L&LD incorporates unique weapon mechanics deriving from PC and console oriented shooters like: crafting, trading, upgrading and equipping the character
Role
UX/UI designer, visual designer
Duration
Mar 2024 — Jun 2024
Client

Objective

Bridge the gap between user common playing behaviours and established game mechanics

Align the business needs along with the overall gaming experience

Design complementary to the visual style UI supporting and enhancing the general game feeling.

The working process

Research

Discovering popular mobile racing games mechanics, visual style, general impression, commercial aspect and business input.

Ideation

Dissecting mobile racing games UI in order to discover the UX solutions in more precise spotting UX problems and space for improvement.

Brainstorming the new UX solutions.

Design

Making design statements out of the insights gained, wireframing and gaming flow in order to showcase the solutions.

Researching the new lore and style. Setting the visual hierarchy (by size and color contrast) of the UI components based on the UX flow solutions.

Working on visual style in more detail, simultaniously evaluating the solutions by user testing.

Establishing the design system

Home (map)

The home screen suggests to choose a gaming mission and start playing right away. The navigation is designed with tabs which lead to arsenal, weapon upgrades, crafting and equipment

Equipment

This is the case when the team desided to tackle the game mechanics on UX request. Innitially the equipment slots could contain any type of equipment: armour, weapons, additional items, boosts. This made the flow overwhelming for player to navigate, so we simplified the flow making slots specific to a particular type of items.

Equipped item selected

The screen design was the most challenging in designing game UX flows, check out the screen flows and actions in Figma file

Not enought resources modal

Here player can buy items right away for their setup. However, if there’s not adequate resources, a modal offers to proceed to shop to buy extra.

Arsenal

A screen where player is able to preview items, check the unlocked ones, check for upgrades, purchase and sell

Despite the item is not purchased? user is available to preview it and check parameters
Item purchase modal
Green indicatornit the top right side of item preview indicates the upgrade availability? this is supported with CTA button which replaces the optional "item preview" button
Item sell modal

Crafting

This is where player can craft unique items from components claimed on levels throughout the gameplay.

Upgrades

Depending on class weapons have stated components which are available for upgrade on level ups. Here player is to increase weapon parameters by upgrading its components

weapon component selected

Shop

A place where players donate for in-game currency purchase.

HUD

Weapon switch
Pause

Win screen, mission rewards

Mission rewards

Level up

Check more screens, states and game flows in Figma file

Get in touch
Available for questions, collaborations, projects & coffee.
— Based in Kyiv, Ukraine