/* Round corners portfolio items */ body.homepage a.grid-item, body.homepage .grid-image { border-radius: 16px; }

Diablo Immortals

00-1

Overview

Assessing the player experience through the lens of the four video game design pillars to pinpoint areas for enhancement. This project was undertaken as part of ELVTR’s Advanced UX/UI in Gaming course.

Challenges

  • Short timespan
  • Limited knowledge of established game rules
  • Design references were very vast and hard to pin down
  • Limited access to art resources

Solution

                                                             Mobile

Role

UX/UI & Research

Timeline

1 week

Tools

Figma & Photoshop

Highlights

Experience Goals Success Metrics  Cross-Platform

1
2
3
4

Console

Group-2-1
Group-3-1
H1-1
q1-2
q2
q3
Fri-Mock
w1

Card Sorting

I began with a card sorting exercise, organizing some of the player options in the game into categories: pre-gameplay, gameplay, and post-gameplay.

anim01
anim02
pregame
Gameplay
Post-gameplay

UX/UI Goals & Success Metrics

To gain a clearer understanding of the objectives and the desired outcome, I crafted an experience goals and vision chart. 

Checkmark-2

Rated each screen based on Usability, Desirability, and Scalability (3 = high score) for each pillar

pin

Pinned key focus areas with the highest impact

Experience & Production Prioritization

Decided to focus on the Pre-Game: Experience and Gameplay: Skills & Abilities. The next step involved deciding the work needed to achieve the specific goals

Priority-Pregame-1
Priority-Gameplay
w2-1

Inspirtations

  • Analyzed RPG conventions: observed common practice of disabling player skills and abilities in town areas - Not primary goal
  • Reviewed other games 'Ultimate mechanics' with Jakob's Law in mind, gaining insights to enhance clarity in the current 'Ultimate mechanics'
Player-Journey-Map

Player Journey Map

Flow Chart

Flow-Chart-2
w3-1

Wireframes

PRE-GAME EXPERIENCE

01 Town-Mobile
  • Increased the size of the interaction action
  • Removed the potion slot - players can't use potions in town and automatically at full health
  • Disabled and reduced the size (focus) of the skill bars when in town
settings-1 Mobile-Settings
  • Implemented Long Press for Ultimate activation in settings to help minimize player error

 just click on the yellow checkmark button on the top right. Have Fun!

GAMEPLAY

Fixed-01 x1
  • Ultimate ability is always visible but disabled until fully charged
  • Aligned Ultimate Meter color with activation border for enhanced clarity
Fixed-UR01 x2
  • Match Ultimate color glow with activation button for improved discoverability and clarity.
Group-303
Group-326

CONSOLE

Group-304
  • Learned how to analyze a video game in depth using the 4 video game experience pillars.
  • Gained a better understanding of the player gameplay flow and how to define the experience goals and success metrics effectively for video games.

Selected Works

Diablo ImmortalsEvaluating the current player experience

Call of Duty - MobileD1 Retention Analysis

FoodKarmaFood waste management app

(OLD) Zencity - EngageRedesigning the whole project building expereience

Zencity - EngageAutomated setup for Engagements

Zencity - Engage: BuildersRedesigning the whole project building expereience