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UX Design

Every project has UX needs, and I've learned a lot about this subject while working on card games, with the many issues that come with producing a physical game. My graduation project Bloody Dates! also had a strong UX focus that I'll detail here.

Gacha Wireframe

This text is extracted from the project page. To see everything about the project, click here.

UX design – Bloody Dates!

With tactical games, and even more so on mobile, it's essential to put a lot of energy into the UX. This is something we've been working on throughout the production, and that's reflected in various elements: most of the game's controls work with movements adapted to cell phones, such as swiping or dragging, but everything can also be done with a tap; there's a strategic mode to obtain precise information on specific elements; most of the game can be played with a straightforward gameplay, but requires more thought solely to get the maximum score. Tests guided these choices throughout production. But what was an important part of my work and what I'd like to talk about here is the game's tutorial.

I designed the major part of the tutorial, and then we worked on it with the team. The main constraint was that we needed to focus on a 10-minute experience for this project. In a real game, the elements could be taught over a longer period of time. For this reason, the heart of the thinking was to define what needed to be taught and what didn't, to ensure that the tutorial remained concise despite the quantity of game elements. So I tried to concentrate only on the essentials. To communicate what I had in mind, I made a document on Adobe XD that shows every screen of the game from start to finish with the tutorial. You can view it here:

Screen.png

In this tutorial, players are accompanied by a servant used as a medium to provide information. In addition, the instructions given are forced to ensure that our players perform them, helping them understand the game elements. The tutorial has greatly improved the overall comprehension. Players have told us that they found the game much deeper and more interesting from one build to the other, even though nothing had changed apart from the addition of the tutorial.

Kieran Mougel - Game Design Portfolio
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