These weeks I worked on:
Sound Effects (4h)
UI for Multiplayer Menu (6h)
UI for Attack Preview (2h)
Login UX (1h)
In-depth Art and Design review (2h)
Meetings (4h)
Total: 19h
Sound Effects: (4h)
I was tasked with designing the sound for footsteps for Tundra and Desert areas. This was very daunting at first, because doing the button UI sound effects were extremely difficult, and this one required much more creativity. After discussion with the Audio team, they suggested I could always record my own footsteps instead of looking online for free sounds. As I was walking one day, I decided to record the sounds of me walking on grass, leaves, gravel, and dirt. I took several recordings in different locations with my phone, and when I imported the files and listened to it on my computer, it was very easy to pick out sounds for footsteps. I chose sets of three consecutive footsteps for one sound to be looped, then adjusted the pitch, the EQ, and the volume to match the unit footstep sounds. Then I exported the sounds and implemented them in WWise, and created a pull request for the master branch.
I really learned a lot by changing the level by 2db, it changed the sound in a profound way that I would have never expected. The subtle change in level really showed itself when played with the other tracks, and I will definitely keep this in mind when editing other instruments.
UI for Attack Preview: (2h)
Worked with the main UX/UI Designer to recreate the attack preview popup. The original is much improved from the current game version already, but I worked with the Designer to evaluate what players would like to know in that moment of the game, what information is available, and analyze what current existing games do.
The first redesign includes information on whether an attack is critical, and unit icons.
The second redesign includes health bars, a much more visual indicator, and gets rid of the redundant "critical" sign, since most players would already know that exclamation mark means critical damage. Additionally, a broken heart icon would be added on top of the character icon if they were to die after an attack.
Login UX: (1h)
The current version forces players to login right after they launch the game, which is disruptive to the experience, since the player might not even be playing multiplayer. I worked with the UI Designer to rearrange the order of screens, so that users have the option to manually choose to login, or will need to login once they click "Multiplayer" option.
UI for Multiplayer Menu: (6h)
First took screenshots of all the existing screens and laid them out in Figma to view the current existing flow of Multiplayer games. Based on these, did a thorough review of what needed to be changed. Worked with Designer to redesign entire multiplayer menu UI. The layout was very confusing at first but we worked out how to make it simpler and came up with new UI designs.
This was the original Create Room UI:
I split it up into different pages to make sense based on the user's goals:
Finalized and reviewed designs, then moved on to other tasks.
In-depth Art and Design review: (2h)
A lot of the art for the game is incredible, but needed to be standardized. I discussed with the UI Designer and members of the Art team the two different UI design styles: paper scroll (more comfortable and home-like feel) vs metal shields and brick walls (more battle / castle style). We decided in the end that the scroll could be used for casual game main menu items, and the brick walls could be used for champion select, and battle prep screens. This way there is a theme for each design, and they can both be used, while being unified as well.
Additionally, I discussed font choice, since the current version has lots of different fonts, and it needed to be unified as well.
2 Weeks of Meetings: (4h)
Total: 19h
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