Responsibilities
UI/UX Design
Puzzle Concepting
Playtesting & Unity Implementation
During the third quarter of the second year me and a group of 6 other students were tasked to create a game or experience using a mobile phone feature. In order to challenge ourselves we went with AR & Camera as our features for the project. Over the next 3 weeks we worked on a mobile app game, periodically updating with teachers.
The game is simple in its core, being a spot the difference game, but the twist is that everyone sees only their own object on the phone, through describing what’s on screen the players have to work together to figure out who’s is different. The game is a coop arcade game played over the phone with 3-8 players. Objects get shown to the players in AR view in front of them in the world, and by either walking around the object or scrolling the object around the players must find differences via communication.
I have also documented some images of the design process, from low-fi to mid-fi in Figma (which is shown below) and a final hi-fi product in Unity (which is shown above).
Creating the design and interface for an app from the bottom up in an app where the standard design principles are typically already set in stone makes it hard to try something unique. Whilst I believe there was no revolutionary new design or approach in the creation of this app, I do believe I ended up choosing good, working designs for the project and creating a cohesive product with those.
How to handle pack showcasing. Do we seperate or combine packs already owned vs not yet owned?
How do we showcase the packs. Do we have a list of packs that you scroll down? or do we have a carrousel of the packs which you can spin through?
If we do combine, how can we clearly separate the owned packs from those you dont yet own?
Taking all the things that worked from the previous designs and creating something more cohesive. Placeholder arts used to get dimensions and vision across to later request a 2D artist for UI assets.