Building Game UI for Mobile App

2019  • Tencent • UI designer Intern

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 In June of 2018, I joined TiMi studio, a subsidiary studio of Tencent Games.  I was one of the 6 employees under the Arts & UI team, and I started my new journey from collaborating with diversified talents there. Here is a design story from the largest Mobile game development studio in Asia.

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Background

TiMi studio issued its first multiplayer online battle game on November 26, 2015, yet within 1 year, this mobile game topped china's mobile game market. Subsequently, TiMi released a new Mobiel RPG game: Saint Seiya Awakening: Knights of the Zodiac just a year ago based on the renowned Saint Seiya series

Objectives:

Our project foucs on redeisgning the stractural hirechy for the inventory feature to make a  simpler and more fluente experience, as well as reduce unnecessary interactions to provide diffrent gruops of users with a more fullfilling game experiences.


My roles and Responsibilities:

1. Collaborat with product manegers to optimize existing game UI.

2. Built draft prototypes and interaction based on PM's proposal.

3. Facilitate & ideate new game UI. 


Challenges

User’s pain points:
The main issue is that our players find it hard to play with the inventory feature.
>Complicated visual hierarchy.
>Misleading button settings

Technical feasibility:
After consulting our technician, the situation had a twist.
>Rebuilding the whole page is time-consuming yet >Design everything with consistency and do not make a huge deviation from the original interface.

Legacy issues:
The inventory feature is one of the sub-features under the main page.
>Legacy restrictions


> Screenshot from Saint Seiya App
Copyright to :TIMI L1 studio @ Tencent games

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WorkFlow 

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Core ideaology:
Don't make me think! 
Different usage scenario carries utterly distinct functionality and story, especially for battle game UI, the underlying mission is trying to provide the simplest route to find a sense of achievement and joy. 

Design for ease of manipulation 
> Move the UPGRADE button closer to the visual hotsopt area.
> Rearrange buttons based on user priorities.
> Eliminate meaningless white space

Design for faster processing 
> Increase button size 
> Reduce the distance between button and related panel.
> Long Press to upgrade inventories automatically.

Design for sense of achievements 
> Encourage stronger visual feedbacks(i.e animation/text).
> Cumulate sence of achievements by accelerating processing speed.

Copyrights and credit  to:

Chengdu TIMI studio L1 @ Tencent Games