English

PC / Console
MORPG
UI · UX

Term

Role

Tool

8 Month

Lead UX Designer (Alone)

tool

BACKGROUND

U

Usability

When team members tested dev build, most of them didn't understand what they were doing.

I

Immersive Experience

A character moves only on the battlefield because of the cost issue, but other features also need immersive playing.
(Battle is core-game play)

M

Multi-platform

The project was developed as a mobile game at first, but it changed to a PC platform.
(Plus, hope to respond to diverse platform)

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Games have each differenct standards about In-game and Out-game.
In this project, I defined them like this.

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SCOPE OF WORK

scope

RESEARCH

Check 10 Usability Heuristics

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!

Hard recognition 
since no consistency

!

Restrictively and inefficient out-game structure

!

Low readability and unfamiliar visual expression

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See detail

Competitive analysis

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Analyzing competitive games and seeking direction that project go
And making consensus with the team by sharing open-source such as GDC sessions

• Project

• Player

• Competitor

MORPG that players raid enormous monsters and grow their army by gathering resources and characters

Korean gamers who like story-growth-cooperation features (like raid) and playing console

PC-Console platform / story-growth-cooperation / global released in after 2015
(+ games known for deep immersion)

* Except for 'Monster Hunter: World' because it doesn't use regular UI modules

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THE TAKEAWAY

1

Using the 3D objects to UI is immersive, but it hard to convey information

2

Web-like UI provides information intuitively, but it has low immersion

3

Features related to core-game play always have to be accessible.

4

Two types of 
PC and PS4/XBOX 
support

Desk research

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Figuring out each platform characteristic for designing proper PC UI
And designing route-predictable UI for controller selector (support for consoles)

        

   

Screen size

Interaction

Organizing content

Screen

Functionality

Mobile

  

Small

Gestures

Scrolling

Portrait & Landscape

Experimental

Desktop

   

Large

Cursors

Collumns

Widescreen

Big tasks

Console

PS4 · XBOX + Switch

Various

Controller

Collumns

Widescreen

Depending on game

GOAL

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SOULUTION

The final prototype that is incorporating feedback 
from a team test and two external tests

* it supports PS4 controller

OUT-GAME

Easy structure to understand about features even first play
Convenient and functional UI/UX considering cost issue

Categorizing features

• Defining feature categories and UI mapping degree depend on players concentration (Source)
• According to it, I classified the features of the project, designed layouts, and set interaction degrees with 3d objects.

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• After making user flow, I checked use frequency and pattern by features
• Design focused; Immersive scenes for inspiring event, flexible accessibility for frequently used features, and convenience for boring routines

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Accurate separation and use between 3D viewer and UI

Navigation

■ UI

3D viewer

Key

Features related to the multiplayer battle always accessible (Core-game play)

Clear UI on 2D space instead of blurry UI on 3D modeling

Immersive and intuitive feedback from 3D objects with UI controls

Alway marking 'Back' key that players can cacle their action easily / Adding flexibly other function keys

AS-IS

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TO-BE

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Flexible assembly card modules

• For intuitive recognition, grouping similar notions and showing on the same position
• Pliable recombination depending on changing game designs
• Game designers can assemble cards freely

AS-IS

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AS-IS

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Diverse Modules

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Modules • Human resource

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Modules • Pop up

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Main menu cated to player routines

• Forming an easy mental model and efficient playing about all game features
• Separation into multi-play(daily playing) and story-play(rare event)
• Convenient functions for multi-playing and core-game play(battle) that frequently used in routine

AS-IS

Start - Ready page

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TO-BE

Start - Main page

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Showing new goals by seasonal promotion movies
or fulfillment by collected characters

AS-IS

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TO-BE

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Routine features for raising an army can use in one space

IN-GAME

Concise and clear HUD for high immersion
Minimizing HUD UI and avoiding the center

* Sound is important but not included

UI for fast judgment and intuitive approach (system 1)

• Giving information players need, when they need it (such as HP, stamina, and interaction keys)
• Indicating attack direction near HUD and screen edge
• full-screen takeovers to show strong hit
• Indicating low HP/emergency state on full-screen

AS-IS

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TO-BE

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On-off

Important colors as the symbol

• General UI is white for making cognitive load low
• Some colors are defined as significant symbols for instant recognition

AS-IS

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TO-BE

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Targeting

WHAT I LEARN

• First Unreal project that I started to design UX basement structures;
Chance to know about folder structures, name convention, and Unreal UMG
• Rare opportunity to design UI for the spectacular world and individual art
• Good opportunity to study localization, the platform supporting, and streaming functions

Thank you
for
watching

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