Diamond Games project

Role

Ux/Ui Designer

Genre

Shooter

Tool

Figma/UE5

Development Time

In progress

All the details below are general descriptions of my process and design choices. Specific layouts, colors, and original game assets are omitted out of respect for the non-disclosure agreement.

Main Menu and Onboarding

I designed a linear flow that brings the player either to his first match or to one of the panels in 3 or fewer clicks. The reason for this choice was to reduce the number of clicks the player needs to access what they need and to avoid overloading them with too much information, making navigation easier.

In-game HUD

The HUD was designed to give the players all the information they need during a fight, while avoiding overloading and minimizing eye movement. For this reason, alerting players of (for example) health or ammo running low, a sound, or further visual effects have been implemented so they can keep the action going without needing to look away from where the action is.

OTHER PROJECTS

Highlights

  • Low and medium fidelity wireframes

  • Created the in-game HUD

  • Created the menus' Ui

  • User flows

Main Menu and Onboarding

I designed a linear flow that brings the player either to his first match or to one of the panels in 3 or fewer clicks. The reason for this choice was to reduce the number of clicks the player needs to access what they need and to avoid overloading them with too much information, making navigation easier.

In-game HUD

The HUD was designed to give the players all the information they need during a fight, while avoiding overloading and minimizing eye movement. For this reason, alerting players of (for example) health or ammo running low, a sound, or further visual effects have been implemented so they can keep the action going without needing to look away from where the action is.




Main Menu and Onboarding

I designed a linear flow that brings the player either to his first match or to one of the panels in 3 or fewer clicks. The reason for this choice was to reduce the number of clicks the player needs to access what they need and to avoid overloading them with too much information, making navigation easier.

In-game HUD

The HUD was designed to give the players all the information they need during a fight, while avoiding overloading and minimizing eye movement. For this reason, alerting players of (for example) health or ammo running low, a sound, or further visual effects have been implemented so they can keep the action going without needing to look away from where the action is.

OTHER PROJECTS

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