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UX/UI Design for Multiplayer FPS Game

  • Writer: Jirawat Jumponkunawut
    Jirawat Jumponkunawut
  • May 8, 2022
  • 2 min read

Updated: Aug 25, 2022

Project Wallriders

Team size: 5 - 6 members Duration: August 2021 - April 2022 (8 months)



Project Brief

Wallriders is a first-person shooter game where 2 to 4 players duke it out in an arena where they can run and jump on the walls and ceiling. Each player can collect various quirky guns and will need to shoot the other players to win. Whoever gets to 10 kills first, wins the game.


Target Demographic

The intended audience will be competitive gamers, specifically those who are a fan of arena shooters like Doom and Quake with elements derivative of TitanFall to make the experience unique and distinct from any of the above games.


Responsibility / Contribution

  • Creative Design Director

  • UX/UI Designer

  • Game Feel Designer

  • Sound Designer

  • Artist

Download Link:

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Table of Content


UX Goal

Project Wallriders is Sci-fi Paintball Match! not Warzone Simulator


UX Design Pillars

At a glance design

The player must be able to receive " vital information " within a split second.

Sports-Arcade Aesthetic

Bold design with vibrant colors

Casual Atmosphere

A humorous take on game dynamic 🤪

Cool Futuristic Setting

Emissive and Transparant elements

Research

Persona


Competitor Analysis

Doom Eternal

Single player FPS game where the player uses various weapons to eliminate all demons.

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⭕ ​Applicable Traits

​❌ Non-Applicable Traits

  • ​Good HUD layout

  • Futuristic UI

  • Vibrant colors

  • Have various unique guns

  • Juicy Gamefeel

  • Single player


Rocket League

An online 2 vs 2 soccer game, but with a car!

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⭕ ​Applicable Traits

​❌ Non-Applicable Traits

  • ​Sports game menu layout

  • Futuristic UI

  • Vibrant colors

  • Casual atmosphere in a competitive game

  • Not an FPS game

Titanfall 2

Futuristic online FPS game.

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⭕ ​Applicable Traits

​❌ Non-Applicable Traits

  • ​Futuristic UI

  • Thin UI elements

  • HUD that doesn’t draw too much attention

  • ​The design doesn’t have as much character

Moodboard

Wireframe


User Flow

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Mockup

High-fidelity mock-up made in Adobe Photoshop.


Implementation

High-fidelity mock-ups are converted into UI assets.

The UIs are assembled in Unity using Mockup and User Flow map as a guide.

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Testing

The formal playtesting was conducted in December 2021 using the interview method.

From testing data, we concluded that:

  • Although the overall experience feels unpolish, they were no immersion-breaking moments in the UX flows.

  • While most didn’t argue against using the weapon wheel as a solution for having many guns, some find it distasteful.

  • There was a concern for the text size in labels and buttons, the playtester stated that the lack of padding might make the text difficult to read.


Pivot

Weapon wheel to weapon list
The number of guns change during development period

From testing data and development constraints, the weapon wheel is replaced by the weapon list design for these improvements:

  • The weapon wheel takes over 30% of screen space while the weapon list takes less than 18%.

*Contradicting the “At a glance design” design pillar.

  • There is no easy way to scale the number of guns using the weapon wheel. While the linear design of the weapon list allows the number of guns to be scaled easily.

*Development constraint

  • The rotated icons in the weapon wheel make the gun option difficult to recognize.

*Contradicting the “At a glance design” design pillar.

Remove timer as a win-lose condition

*Development constraint

Drop controller support

*Development constraint

Game Control Screen added per DigiPen requirement

*Development constraint


End Product


Retrospective

Successes 😊

  • Along with the feedback design, this project followed design pillars and produce the desired experience.

  • The UX in this project has a distinct and cohesive theme.

  • The design doesn’t demand a cognitive load and is highly skimmable.

  • The design layout has cohesive size and spacing.

Failures 😥

  • Compare to UX design standards like Google Material 3.0, the text elements in this game lack spacing and padding which make it difficult to read.

  • The free-hand layout can be substituted with a grid system which should allow the layout to be more cohesive.

  • The color choice can be reconsidered to increase contrast for the sake of readability.

  • The missing small-animation and transition effect should allow the design to appear more polished.

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