These are screenshots from an internally developed IP at IUGO. Unfortunately, the game never made it to market. I had worked on a wide range of features and systems for this game and my tasks begin with UX design in wireframe mode, followed by polished mock up iterations in Photoshop. For iconography, I drew out different concepts, render assets and integrate into our proprietary engine. I iterated many times based on team feedback and player data.

As shown above, I created logo iconography for the multiple Corporations which complete against each other in the backdrop of the story and provide various weapons and armors for players to choose from for combat.

In the beginning of development there was a strong desire to keep the number of taps to an absolute minimum with a persistent side tab navigation to facilitate a single tap to Battle from any screen. The product was becoming more complex, however, making this navigation untenable. The chrome was also taking up too much precious space across all the screens. After some research and comparisons of various navigation patterns it was evident that a Home screen was quite useful even though an extra tap was required for navigation.

The original Loadout UX required the user to click many times to get to the content they wanted. As I was revising the previously mentioned navigation, I also proposed an efficient revision to the Loadout UX as well. I merged the Loadout and Equipping into one section and made the content in the inventory come to user (based on their selection) vs. making the user search for it through multiple tab selection.

The above mockup is what I presented to the team to get their buy in for a more efficient Loadout UX. This new scheme was also dependent on introducing a tap and hold gesture as a way to access vital information in a separate popup.

UX wireframes I sketched in Adobe XD for an upcoming Leaderboard Events feature.

This is the Information popup I designed for all the weapons, armor pieces and consumables the player can equip in the Loadout.

I designed and rendered Skill icons for the weapons and armor.

Popup Design for an unpublished Sci-fi game

Game screenshots of the various features where I developed the UX and UI elements. Features include: leaderboards, reward progression, friends/chat, game modes, store and end of battle rewards.

UX/UI: MOBILE GAME DEVELOPMENT

For
Case study for original IP at IUGO Games