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AI designer / UI designer

Tactical game made with Unity, march 2020 - Two weeks

Platform:

PC

Game type:

Turn by turn tactical

Made with: 

Unity

The player incarnate Koura, a fallen deity in a fantastic world, who has been forgotten by his followers, that now prefer to pray new gods. being jealous of being left behind, Koura decide to exterminate the civilization that once followed him, and with them their new beliefs.

We were 12 on this project: 4 game designers, 3 programmers, and 5 game artists. we only had  two weeks to create a tactical game, so our objectives were to facilitate production and to streamline the concept to facilitate communication.

Main roles:

UI/UX designer:

My primary role in this project was to design in-game and menu interfaces. As we needed to create a tactical game, it was imperative to have a clear and easily understandable interface. We didn't want our interface to be overflowed with information, but it must display all tooltips and parameters the player needs to play the game. I had to create UI mockups with detailed descriptions that show all possible interactions, transitions, and feedback possible in the game. These mockups needed to be used by game artists to create interface elements and programmers to add components like trails or in-game tooltips.

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UI mockups: Transisition from character movement, the player wants to use an ability, and the previzualisation

AI designer:

Since our game is a solo experience, we needed to create opponents for players. I first worked with game artists on enemy aspects and quickly designed each enemy behavior. With these behaviors, I worked with programmers to establish the enemy production workflow. Since we only had two weeks, the design must be simple but sophisticated to reinforce our dynamics.

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Ai design MockUp: from left to right, list of all common parameters for all AIs, and the behavior of our two ennemies

Game designer / QA:

I also worked with the other game designers to establish the game concept: turn by turn concept, player ability conceptions, game objectives. And I was also a QA tester for the programmers, and I had to report all bugs I encountered.

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