Hectic Heist

UI/ UX Design/ 3D Character & Asset Design

Duration

2.7 Months

Duration

2.7 Months

Software

Unity

Maya

Procreate

Adobe Substance 3D Painter

Software

Unity

Maya

Procreate

Adobe Substance 3D Painter

My Role

Lead UI designer

Lead character designer

Asset modelling team

My Role

Lead UI designer

Lead character designer

Asset modelling team

Summary

Brief

"You must create a video game which is focused around local multiplayer (2 or more players in the same room playing on the same computer). You have creative license to make a game of your choice, so think outside of the box. You are encouraged to make something fun and quirky. You will determine the theme, and this should be tied to your target audience (identify who this will be)."

Aim

To design and develop a fun, quirky local multiplayer video game for two or more players sharing the same computer, using a creative theme tailored to a clearly defined target audience.


Deliverables

A working multiplayer game prototype.


Team Size

8 people (Group2Studio)

UI/UX Design 🡢 Character Design 🡢 Asset Modelling

  1. UI/ UX Design

Goal

Design a UI that supports fast-paced, co-op gameplay without interrupting player flow.


Clearly communicate objectives, loot, and player status.


Maintain visual consistency throughout all menus and HUD elements.

Deliverables

HUD layouts

Main menu/ other menu screens

UI components

Approach

Due to team constraints, time constraints, and various responsibilities, the Double Diamond process was not applied in this instance.

Low-fidelity sketches 🡢 wireframes 🡢 high-fidelity UI

To begin, a UI visual direction was established through collaborative moodboarding. 


Existing chaotic/ collaborative games were researched, such as 'Gang Beasts', 'Overcooked', and 'Moving Out'. These games tied in with the visual style of the game. 


The aim was to elicit feelings of excitement and anticipation.


Early menu sketches were then produced, based on the agreed visual direction.


By using a toon shader workflow, we made the 3D UI pipeline inclusive, allowing team members who are 3D artists to contribute.

UX decisions based on gameplay flow

in game UI - minimal only the essentials - character speech is for atmosphere/ mood/ humour

pause screen - controls - why there

loading screen - not boring loading

ACCESSABILITY

Designed UI to be readable at a distance during couch co-op and on standard PC setups

supports controller and keyboard input

  1. UI/ UX Design

Goal

Design a UI that supports fast-paced, co-op gameplay without interrupting player flow.


Clearly communicate objectives, loot, and player status.


Maintain visual consistency throughout all menus and HUD elements.

Deliverables

HUD layouts

Main menu/ other menu screens

UI components

Approach

Due to team constraints, time constraints, and various responsibilities, the Double Diamond process was not applied in this instance.

Low-fidelity sketches 🡢 wireframes 🡢 high-fidelity UI

To begin, a UI visual direction was established through collaborative moodboarding. 


Existing chaotic/ collaborative games were researched, such as 'Gang Beasts', 'Overcooked', and 'Moving Out'. These games tied in with the visual style of the game. 


The aim was to elicit feelings of excitement and anticipation.


Early menu sketches were then produced, based on the agreed visual direction.


By using a toon shader workflow, we made the 3D UI pipeline inclusive, allowing team members who are 3D artists to contribute.

  1. Character Design Process

Goal

Create a clear tone and character identity.


Reinforce playful, exaggerated 'cartoon robber' theme.


Align character visuals with overall art direction across the project.

Deliverables

Concept art

Final in-game models

Approach

Silhouette Exploration

A range of character silhouettes and shapes were explored to achieve a clear, playful style aligned with the game visual style.


Character designs were iterated based on team feedback and reference to the projects visual style.


Stylised characters were developed inspired by games such as 'Gang Beasts' and 'Moving Out', focusing on exaggeration and disproportion.

Iteration

Feedback was then implemented and character customisation was explored.

Sprites for win and lose screens were also developed as visual indicators to the player once their current level ended.

Outcome

The final character designs clearly communicate roles and tone, enhancing player understanding and engagement.


A cohesive visual language was established across the cast, ensuring consistency in style and the overall aesthetic.

  1. Asset Modelling Process

Goal

Create modular assets to streamline game development.


Support gameplay while maintaining visual consistency.

Deliverables

Environment props

UI elements

Textured, game-ready models

Approach

Modular assets were created to streamline level building by being reused/ retextured.


Topology was optimised on models with high poly counts to help the game run smoothly on what device it was being played on.

Final Deliverables

UX decisions based on gameplay flow

The in game UI was kept minimal and to only the essentials. Character speech was implemented for atmosphere, mood, humour, and to highlight collaboration between players.


Controls were implemented on the pause screens for ease of use and accessability.


UI was designed to be readable at a distance during couch co-op play and on standard PC setups. The game supports controller and keyboard input.

Reflection

This project strengthened my ability to lead visual direction across multiple disciplines while maintaining a cohesive outcome. It also improved my ability to iterate quickly in response to playtesting and team feedback. Throughout the process, I developed a broad skill set across UI/UX design, 3D modelling, and concept art.


However, given more time I would have employed the Double Diamond framework when designing the UI/UX experience.

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