Development Process

The UX Development Process spans from ideation all the way to implementation.

Throughout my own process, I utilize paper sketches, rubber ducking, interactive prototypes, wireframes, and flow-charts to notate my ideas.

A core aspect of UX development is the creation of a Component Library, which allows for efficient and scalable construction of screens.

Censored for confidentiality

Paper Sketches & Rubber Ducking

⏷ Development Process

When I’m starting on a new UX design, the first tool I reach for is my notebook.

Pen and paper is still the fastest and most effective input method for allowing me to freely express my ideas as they arise, without the limitations and rigidity of software.

  • I can quietly sketch my ideas during a design meeting, without distracting any of my team members

  • I can log my ideas at any time of the day!

  • Sometimes the best ideas come when you’re in the shower!

  • This pairs well with the rubber duck method; vocalizing your thoughts while solving a problem

Figma Skills : Creating a Component Library

⏷ Development Process

One of the many keys to sustainable, large scale UX development is creating a Component Library.

  • Components allow you to assemble screens quickly using re-usable elements

  • Re-using components creates consistency across all of your screens

Figma also allows for Themes to be created for Text Styles, Colors, Effects, etc.

  • Themes allow for quick adjustments and testing across all of your screens

  • For example, you can increase the text scale of your entire project by adjusting your Text Themes

Player Navigation

Player Navigation is the player’s holistic experience of exploration, discovery, and pathfinding throughout the game world.

The Navigation experience is comprised of several inter-connected features.

These features work together in harmony to dynamically inform the player about their surroundings - ensuring they always knows where to go & how to get there.

Navigation Tools

⏷ Player Navigation

The player has multiple “tools” shall we say at their disposal for navigation.

  • HUD elements like the Compass and Quest Objectives provide immediately accessible information

  • Locational elements like in-World Markers, Nameplates, and Off-Screen Indicators help orient the player to their surroundings.

It is through a learned ability to utilize these features simultaneously that allows the player to reach an intrinsic - almost subconscious connection with the world around them.

Quest Objectives

⏷ Player Navigation

The Quest Objective UI is a contextual HUD element that displays the player’s tracked Quest and their current goals.

It was important for this design to be expandable and modular in order to support many different types of content and objectives.

In - World Markers & The Compass

⏷ Player Navigation

In - World Markers keep the player informed about the content around them by highlighting interactables and Points of Interest.

  • These markers also give the player some indication of an interaction’s purpose before the player interacts with it.

The Compass serves much of the same purpose, displaying the cardinal locations of each in-world marker relative to the player camera.

  • As a persistent HUD element, the player can always reference the Compass for situational awareness.

Quest Log

MMO RPGs are packed with many types of content for players to engage with. The Quest Log is designed to be a UI hub for surfacing, managing, and tracking this content.

It showcases what the player is currently doing, what they could be doing, and what they should be doing.

Featured Quests Page

⏷ Quest Log

The Featured Quests Page is the landing page for all Quest content. It surfaces Quests the player may be interested in, with an emphasis on Active Events and the player’s last known Quest activity.

  • The core Info is displayed in the center of the screen, showcasing data that may be important to the player

    • Quest Type

    • Location

    • Time investment.

  • The list of highlightable buttons to the left corresponds with the player’s Active Quests

Social Feature : Quest Sharing

⏷ Quest Log

To improve upon the multiplayer questing experience, players are able to share Quests directly with their Squadmates by holding the Share button.

This adds the Shared Quest to the Squadmates’ own Quest Log - allowing players to immediately Quest together without having to interact with the Quest pickup.

Live Service Feature : Event Quests

⏷ Quest Log

Live Events periodically provide players with special quests and offer unique gameplay modifiers for a limited time.

They are a major part of the Live Ops toolkit!

  • Live Events contain unique messaging to ensure players are aware of when they are starting and ending - increasing the likelihood for players to engage with them.

  • The Events page features a unique landing page for tracking the player’s overall Event progress and their long term goals.

Weapon Customization

Weapon Customization is the process of crafting the visual appearance of the player’s weapon, often referred to as Transmog.

Players can create a weapon that fits their own personal style; enhancing their roleplaying experience regardless of their gameplay role.

Selecting from The Inventory

⏷ Weapon Customization

The player begins the process by selecting their gear from an itemized list corresponding with their inventory. This list is filtered to different categories with ineligible items filtered out to make large inventories easier to parse.

The weapon’s physical appearance is at the core of this experience, thus the weapon is always kept as the focal point throughout the entire process.

Customizing Weapon Parts

⏷ Weapon Customization

Selecting Weapon Parts involves breaking the weapon’s model into its individual pieces and selectively customizing each of them.

  • Each piece contributes to the weapon’s overall appearance, while emphasizing its gameplay purpose.

This process is done entirely visually using a carousel style selection, as opposed to a menu.

  • The carousel will spin as the player cycles through their options, moving the newly highlighted part to the center of the screen.

Confirming Your Customizations

⏷ Weapon Customization

To deliver on the promise of the premise; intimately assembling your own unique piece of gear, the player always has a clear view of their weapon with all their chosen customizations applied - as well as the price of each.

  • The total cost of the player’s customizations is also shown on the main page before Checking Out.

The final product is the result of the player’s unique aesthetic choices in line with their roleplaying goals

  • Even though transmog is not literally a crafting system we can still evoke the same emotions that a player experiences when crafting an item by hand.

Premium Storefront

The Storefront provides a showcase of items available to purchase using in - game currency.

The goal being to provide a fluid shopping experience compatible with the realities of Live Ops - with an emphasis for visual flourish.

Storefront & Purchase Page

⏷ Premium Storefront

The Storefront is broken into categories containing a specified amount of items, represented as various sizes of tiles.

  • The main landing page surfaces promotional and recommended items to players.

  • Categories stack vertically, corresponding with the navbar on the left side of the screen.

  • Selecting an individual item will allow the player to view additional details before purchasing.

Previewing an Item

⏷ Premium Storefront

By selecting an individual sale item, players can preview how an item will appear when equipped to their character.

  • The player has full control on the camera here to rotate, pan, and zoom around as they inspect.

Players can also choose from a variety of options to adjust the preview in order to see the item in different contexts, such as different environments and character poses.

  • This ensures players are crystal clear on exactly what they’re buying and can feel confident about their purchase.

The Scanner

The Scanner is a Modal Shift that allows players instant access to information about the world around them - at the push of a button.

This feature allows the player to view the world through a different “layer” revealing new interactions and things to discover.

Modal Shift

⏷ The Scanner

The player activates the so called Modal Shift by pressing in on the Right Stick. In doing this the player is able to swap between two distinct gameplay “modes” with different rulesets by turning the Scanner on and off.

  • While the Scanner is active, the player’s vision is augmented and all in-World Markers around the player will reveal themselves.

  • The control scheme stays consistent, but the way the player interacts with the environment is different.

Scanning Interactions

⏷ The Scanner

By aiming the reticle - players can highlight markers and various other elements in the world. Highlighting an object will “Scan” it, displaying a panel with additional information.

  • Instead of navigating through menus to find what they are looking for - players can Scan objects around the world to interact with them directly.

  • Such as adding another player as a friend, or tracking a new Quest.

Dialogue

Dialogue is the voice of the characters within the game world - those directly speaking with the player and those ambiently existing in the background.

These characters and their voices have significant consequences on the story, world, and the relationship between the player and the game.

Conversations & Lore Lookup

⏷ Dialogue

NPC Conversations are staged dialogue interactions between the player character and NPC(s). They include player choices, which are instrumental in crafting the player character’s personality.

  • Each Dialogue Option is presented in a visually distinct way, with enough detail for players to fully understand the actions their character will take.

  • Players can open the Conversation Log to view the history of all dialogue and player choices.

  • This also enables the Lore Lookup feature, which contextually displays Lore Library entries for relevant in-world terms and concepts referenced in dialogue.

In - World Chatter

⏷ Dialogue

In-World Dialogue is represented visually, and is located near the audio source as opposed to being displayed on the HUD.

  • This prevents the dialogue UI from becoming overwhelming in crowded environments, such as hub areas.

  • It also ensures that players do not feel spammed with dialogue notifications as they are exploring some of the densest and most engaging areas of the world.

With this style of presentation, players are able to quickly process large amounts of ambient dialogue. Selective Attention allows players to focus on the dialogue that interests them, while subconsciously filtering out the surrounding noise and clutter.

Lore Library

The Lore Library is an archive of in-game concepts, characters, objects, etc the player has come across and learned about throughout their journey.

Players naturally complete entries over time as they play, receiving actionable gameplay information and rewards for their progress.

Navigating the Lore Library

⏷ Lore Library

The top level navigation of the Lore Library is designed in a familiar “File Explorer” format.

  • This creates a level of parity between the Lore Library and other traditional databases, making it easier for players to pickup and use immediately based on their previous experiences.

Expandability is a huge priority for a system like this :

  • As the game lives on, more entries can be added based on new content.

  • By designing the Lore Library as an infinitely-expandable database - we ensure the design will hold up over time and not require a significant redesign later down the road.

Lore Entries

⏷ Lore Library

Lore Entries contain all of the information a player has catalogued about the subject, alongside a visual representation of the subject.

  • As the player continues to learn more about the world they will naturally fill out each entry, represented by the “Research Level” indicating how much the player still has to learn.

Entries are broken into Sections :

  • Overview, providing a general breakdown of the info the player has collected up to this point,

  • Key Information, which highlights any actionable gameplay information the player has learned. such as strengths and weaknesses.

Player Guilds

Guilds are player organized, persistent in-game communities. Guilds are able to easily communicate and plan their own play-sessions, enabling and incentivizing all types of players to benefit from Social Play.

Through the Guild experience; players are given the tools to self-organize and structure themselves into communities that reflect their identity and purpose.

Landing Page & Guild Management

⏷ Player Guilds

The Guild Landing Page is the primary location for outreach, coordination, creation and management of Guilds.

  • No two Guilds are the same, as every Guild is given tools to and is responsible for establishing their own unique identity and purpose in the overall community.

As it is a core part of the experience; there is a deliberate visual emphasis on Guild Identity - placing the iconography and members of the Guild at the forefront of all Guild related screens.

Social Feature : Guild Finder

⏷ Player Guilds

The Guild Finder allows players to search for active Guilds based on pre-selected criteria, and find communities that align with their interests.

  • Players are able to view all the information they need to know before applying to join, and can automatically match with an appropriate Guild if they are having difficulty deciding.

  • This makes it exceedingly easy for players to find like-minded communities, incentivizing cooperation and social play throughout the playerbase at large.

MMORPG Designs

Thank you for reading this far and checking out my work ♡

You can find my info and resume below ▼

Credits :

to thenounproject.com for just, a ton of icons.

to Diego Solas, Trendify, Canva, glowtxt.com for stock assets.