UX/UI Design in Gaming

A case study of Animal Crossing: New Horizons and how to apply UX/UI best design practices in a gaming context. This project was attached to a course hosted by ELVTR and taught by Gaming Industry UX/UI Leader Ivy Sang.

  • Responsibilities:

    - Usability testing & UX design
    - UI and graphic design
    - Wireframing
    - Prototyping
    - Accessibility testing

  • Challenges:

    - Limited graphic design experience.
    - Balancing a full-time job and classwork.
    - No experience with functional prototyping in Figma.

  • Tools & Software:

    - Figma
    - Adobe Photoshop

  • Duration:

    - 7 Weeks


Design Process

Player profiles help designers understand the target audience, reduce scope, and keep focus

Player Profile

    • What would motivate players to play or continue playing?

    • Consider the player's context. What is their knowledge level? What are their life experiences and physical surroundings?

    • What are the player’s biases and expectations toward their game experiences?

Player Journey

using empathy AS A TOOL to bridge COMMUNICATION BETWEEN game developers & Players

Paper Prototype

A low-fidelity visual representation of player choices during in-game navigation

Flow Chart

Designing Game Structure and options

WireFrames

Designing how to visualize, display and communicate GAME STRUCTURE, OPTIONS & information in a clear way

USABILITY TESTS & ITERATIONS

Understanding what design elements help Players with perceptions, attention, & memory

    • How memorable are the basic controls of the game for players?

    • How clear are objectives for players?

    • How do players understand and navigate the inventory screen?

    • How do players feel about the overall design of the wireframed screens?

    • 3-5 participants.

    • Interactive wireframed prototypes.

    • In-person moderated interviews.

    • Controller/input memory (couldn’t remember buttons.)

    • Objective memory (couldn’t remember what to do.)

    • Unclear Characters (couldn’t identify specific characters.)

    • Persistent controller buttons HUD.

    • Dialogue box progression arrows.

    • Character name bubbles to indicate who is speaking.

    • Matching the color of the speaking characters’ bubble to the dialogue box title.

    • Persistent HUD for the objective list (“To Do:”)

UI Style Guide & Mock-ups

Communicating with players is about gathering their attention and navigating them as intended

    • Hand-drawn assets to match the style of Animal Crossing.

    • Dynamic elements indicate what is happening or who is speaking.

    • Graphical effects like blur, drop shadow, or strokes help on-screen elements stand out.

    • Colors and fonts match closely with Animal Crossing branding.

    • The name indicator over bubbles matches dialogue boxes.

    • The persistent HUD button is in the lower right of the screen.

    • The “To Do” game objective reminder is on the right of the screen.

AccessIBILITY TESTing

Testing UI Mock-ups for color VISION DEFICIENCY


REFLECTIONS & Final Thoughts


  • Taking this class was an enriching experience; I enjoyed working collaboratively with my peers to share resources and create a micro-community of support.

  • I now better understand UX design in the context of the gaming industry.

Looking Back

  • Player profiles and journeys are essential for highlighting a game’s target audience and establishing communication between developers and players.

  • Empathy is a powerful tool for determining players' actions and feelings.

  • Usability testing allows UX designers to better understand players' perceptions, attention, and memory to identify potential problem areas.

  • Always consider accessibility at every step of the design process.

Things Learned