Math wizard and the fantastic foodtruck

Osmo

About the project

For this project, i was brought in to completely redesign the UX and UI of the game after its poor performance in the alpha tests, which meant analyzing and redesigning every feature from the flow, to the creation of the UI elements, to the final implementation into Unity. In every step of the way i worked together with game designers, artists and engineers, to ensure every element of my design was coherent with the overall experience and aesthetics of the game, and that every feature was working as expected. My work is the result of that collaboration.

Responsibilities

This was my first project where i had to completely take over and own the entire UX/UI side from the project. I worked alongside the product, art and engineering teams to create an experience that was appealing to children, easy to use and understand without relying too much on common UI conventions, and feasible to implement, while at the same time focusing on solving some of the UX issues that came up due to the changes in content that arose due to poor initial reception.

Challenges

⦿ Work with product owner to translate their feature concepts into screen flows and fully fleshed UIs.

⦿ Work together with artists in order to create a diegetic AI that's easy for children to understand

⦿ Aid engineering on the implementation side (importing assets, setting up atlases, building scenes, optimization and localization)

⦿ Identify and propose solutions for any UX issues that might arise due to project changes.

Project length

10 months (February 2021 - November 2021)

Tools

⦿ Figma⦿ Illustrator ⦿ Illustrator ⦿ After Effects ⦿ Unity

Main hub Screen

Main hub screen. i worked closely with the art and engineering team in order to create a more inmersive and fun experience for kids

Ingredient Selection Screen

Previous design

Updated design

Ingredient selection screen. The main focus here was to make a more intuitive and easy to navigate screen that relies solely on drag and drop features.

Dish Preparation Screens

Dish preparation screens. I wanted to mantain the same screen, to make the transition between main hub and gameplay more fluid, as such, all this screens are part of the same scene, only using camera movements to define each different scene.

Preparation minigame icons

The treatment minigames were designed with the focus on the utensils, in order to be simple and easy to understand, while giving a more tactile or "play house" feel

Store screen

Wireframe - 1st pass

Wireframe - 2nd pass

Mockup

Store screen. Again in this case i worked together with the art team in order to create a more fun and integrated experience.

Pop-up design

Popup design. since this game was part of the "Math wizard series" the popups design used the structure that was used on other games in the line, while modifying their style in order to fit with the in game world and give them their own identity

FTUE design

Example of some of the user flow designs for the game. My main focus when making these was to take the different user flows used for the alpha version of the game, and simplify them, in order to avoid an excess of complexity. The tutorial secuence was the one that needed the most work, since a lot of features were added, which required a reorganization and pacing for all the new features.

Outcomes

⦿ Managed to take to fully take charge of the UX/UI process on my own for the first time successfully, which allowed me access to further projects on the same capacity

⦿ Managed to create a diegetic ui with the help of the art team, creating a more immersive and easy to use experience tailored for a younger audience.

⦿ Identified and solved critical UX issues within the game navigation, increasing player retention drastically.

⦿ Thanks to the collaboration with Art and Engineering teams, we managed to create a UX that brought the game from one of the worst performing games in the series, to the 3rd top seller.

Thank you for reading!