Minecraft Dungeons

  • UX/UI Design

    For Minecraft Dungeons, UX/UI redesign of this fast-paced adventure game, focusing on creating an intuitive, visually engaging interface that enhanced player experience while improving overall game usability.

  • A key part of the project was integrating visual and interaction elements inspired by Cuphead: Don’t Deal With The Devil, merging two distinctive styles to create a cohesive and playful yet functional interface.

    Key Contributions:

  • User Research & Player Journey Mapping: Conducted in-depth research on player behavior and preferences. Developed personas and journey maps to identify friction points and inform design decisions.

  • Prototyping & Interaction Design: Created paper and digital prototypes to test interface concepts and validate navigation patterns before developing high-fidelity designs.

  • Wireframes & Information Architecture: Designed layouts for in-game menus, inventory systems, and HUD elements, organizing content to reduce cognitive load and improve task efficiency.

  • High-Fidelity UI Design: Developed polished UI components, including buttons, icons, tooltips, and pop-ups, blending Minecraft Dungeons’ style with Cuphead-inspired retro aesthetics for a visually compelling experience.

  • Usability Testing & Iteration: Conducted multiple rounds of testing, refining the interface based on user feedback to enhance clarity, accessibility, and interaction efficiency.

  • Accessibility & Inclusive Design: Implemented solutions for color blindness and visual clarity, ensuring all players could navigate and enjoy the game.

    Outcome:

    The redesigned interface successfully improved player engagement and satisfaction, combining usability with a playful aesthetic inspired by Cuphead.

The project

ELVTR Gaming UX/UI
2023

— Client

Bridge the gap that exists between the game developer’s intentions and the players expectations.

-Develop an iterated proposal, creating a Style Guide based from Cuphead Don’t deal with the devil game.

— Goal

  • Player Journey

  • Paper Prototype

  • Flow Chart

  • Wireframes

  • Usability Testing

  • Iteration

  • UI Mockups

  • Accessibility (Color Blindness)

— Process

PLAYERJOURNEY

PAPER PROTOTYPE

FLOW CHART

LOW FI

  • First proposal after research and developing the user flow.

  • Tasks were assigned to the players

    1. START ONLINE GAME

    2. FIND DIRECTION ARROW/INDICATOR/COMPASS

    3. EQUIP ARMOR IN THE ARMOR SLOT

    4. EXPAND MAP

    LEARNINGS:

    PLAYERS CONFUSED BY PRIVATE OR PUBLIC GAME SWITCH OPTION, UNSURE OF THE FUNCTION.

    PLAYERS COULD NOT IDENTIFY THE DESIGNATED SLOT FOR ARMORS.

  • Iterated prototype after players feedback

CUPHEAD STYLE GUIDE 

Took inspiration from Cuphead “Don’t Deal With The Devil” to generate the style guide for the Hi Fidelity Wireframes and explore how a different style/buttons/headings would affect the user experience.

HI-FI WIREFRAMES

Accessibility (Color Blindness)

The positive results from the usability test gives confidence that all the proposed changes improved the player's gaming experience.

-Simplified Home Screen
- Highlighting the compass indicator
- Bigger slot category identifier to load equipment
- A mini map that is always visible but still expandable

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