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Leapshot

UI designer / Game designer
Multiplayer sport game, June 2020 - Now

Platform:

PC

Game type:

Sport game

Made with: 

Unreal engine 4

Leapshot is a futuristic 4 vs 4 contact sport that takes place in vertiginous lacations. Star players must score as many touchdowns as possible while performing stunts in front of millions fans.

We are 11 working on this project: 4 game designers and 3 programmers and 4 game artists. The project started in April 2020: I joined the team 2 months later.

Main roles:

Game designer:

My first main tasks was to design the Leapshot rules during a match. The designer team had intentions to create a fluid game experience with strategic decisions where all the action is centered around the ball, and we decided to establish offensive and defensive dynamics. So we first design the structure of a game of Leapshot (match time, match objectives, number of players). Then we defined the controller of the player and all his possible interactions with level design elements. And finally, we adjust all these rules, checking if any of these could create issues with another one.
We used confluence to hierarchize rules, and all systems created around the Leapshot. My task was to arrange the documentation to make sure any member of the team could look for what they wanted. 

Check our confluence page here

UI designer:

As a Ui designer, I'm in charge of the creation of all game interfaces, implementing them in unreal engine as widgets, and using blueprints to make them work.

First, I took all the work we did in the confluence and imagined all necessary interfaces to integrate our features in-game and out-match. I used Powerpoint to quickly prototype mock-up: the objectives were to have a first shape for each interface and create transitions between each interaction to anticipate issues. I used animation to simulate these transitions to confirm they were working and adjust them if necessary.

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First mockups of UI and the final result

Check my UI work on confluence here

When I had finished designing the interfaces, I had to integrate them in unreal. I created widgets by dividing my work into two groups :

 

  • First, I produced the different interfaces needed for each stage of the game.

  • And then, I made smaller widgets, elements present in more than one primary interface, integrating them into the bigger widget.

The integration also revealed issues that I had to correct and provide feedback for systems designed earlier in the project.

I am working with programmers and using Blueprints to fully integrate interfaces into the game prototype: the objective is to add as many features as possible to provide the most faithful game experience we designed at the beginning of the project and to obtain quick feedback from playtesters

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