The Game.

Working with Aardman on a real-time action stealth-game based on Chicken Run IP. The game blends the strategic, tense, fun of stealth games with chaotic party games that matches the brand and target audience. Launching on mobile with the intention of releasing on PC and consoles.

TOOLS
TEAM

1

Art Director

1

UI/UX Designer

01

Making the Game.

Working on the game with animators, designers and engineers with multi-talented cross-discipline team that helped and supported each other. With the basic front-end already implemented within engine,  I spent the first part working with design and art, looking at current implementation of the front end,  game introduction, broad player experience and features to be improved upon.

Concepting

Interaction Design

Information Architecture

Documentation

02

Player Journey Mapping

Creation of an end-to-end interaction of the front-end producing user journey mapping. Along with concept flows and wireframes, prompting how and when to provide clear and effective feedback to players.

 

This process moved from flows to low fidelity designs to prototypes, testing and validating placement of key functionality, buttons, menus, and navigation, within the front end or during gameplay.

03

Art Direction

Under direction of the art director, we began to build on gameplay themes and visual identity for the buttons, icons, backgrounds and menu components. Wanting to convey playfulness and humour by giving game elements a cartoon look-and-feel of some of film sequences. The theming would constantly be evaluated, iterated through multiple visual styles and variations.

04

Implementation

The work put into the high-fidelity wireframes ensured a seamless transition into the visual design, and creation of a component library. Looking at accessibility criteria, typography, interaction and layout. The HUD, menus and navigation had several design challenges that were able to be solved through team play-testing feedback.  The progressive UI library has helped in the ability to create high-fidelity designs for quicker iterations, effective storyboarding and documentation.

05

ENGINE IMPLEMENTATION

During the development process, translating assets / textures to be used in-engine. Creation and implementation of UI blueprints, materials, effects, shaders, and styles. Applying 2D animation whenever necessary to give better feedback and improve the player experience. Working with Art teams to optimise, when possible, to help smooth the performance on devices.

With continued support from the engineering, VFX and design teams, to deliver the right solutions for the right feature. We continued to solve any UI / front-end issues/bugs or implement design features that arose, such mobile controller support, localisation, FTUE and story mode integration.

Eggstraction.

A real-time action stealth-game based on Chicken Run IP.

Projects