ROLE
UX Designer
ROLE
UX Designer
ROLE
UX Designer
ROLE
UX Designer
SKILLS
Visual design, interaction design, prototyping, user flows
SKILLS
Visual design, interaction design, prototyping, user flows
SKILLS
Visual design, interaction design, prototyping, user flows
SKILLS
Visual design, interaction design, prototyping, user flows
TOOLS
Figma
TOOLS
Figma
TOOLS
Figma
TOOLS
Figma
TIMELINE
6 weeks
TIMELINE
6 weeks
TIMELINE
6 weeks
TIMELINE
6 weeks
OVERVIEW
OVERVIEW
OVERVIEW
OVERVIEW
Spurpunk TD is a 3D tower defense mobile game based in the weird wild west. The game itself utilizes magic cards and automated defense towers against monsters, and was released in October 2021.
I designed how users are introduced to the hero system. This feature is currently being tested and developed, and has been roadmapped for implementation late 2024. I also helped with the redesign of the Easley-Dunn Productions official website, led a team of other intern designers, and am currently working on hero and card upgrade systems to be implemented in the following patch.
Spurpunk TD is a 3D tower defense mobile game based in the weird wild west. The game itself utilizes magic cards and automated defense towers against monsters, and was released in October 2021.
I designed how users are introduced to the hero system. This feature is currently being tested and developed, and has been roadmapped for implementation late 2024. I also helped with the redesign of the Easley-Dunn Productions official website, led a team of other intern designers, and am currently working on hero and card upgrade systems to be implemented in the following patch.
Spurpunk TD is a 3D tower defense mobile game based in the weird wild west. The game itself utilizes magic cards and automated defense towers against monsters, and was released in October 2021.
I designed how users are introduced to the hero system. This feature is currently being tested and developed, and has been roadmapped for implementation late 2024. I also helped with the redesign of the Easley-Dunn Productions official website, led a team of other intern designers, and am currently working on hero and card upgrade systems to be implemented in the following patch.
Spurpunk TD is a 3D tower defense mobile game based in the weird wild west. The game itself utilizes magic cards and automated defense towers against monsters, and was released in October 2021.
I designed how users are introduced to the hero system. This feature is currently being tested and developed, and has been roadmapped for implementation late 2024. I also helped with the redesign of the Easley-Dunn Productions official website, led a team of other intern designers, and am currently working on hero and card upgrade systems to be implemented in the following patch.
The problem
The problem
The problem
The problem
Users need to be introduced to a new system without being overwhelmed.
Users need to be introduced to a new system without being overwhelmed.
Users need to be introduced to a new system without being overwhelmed.
Users need to be introduced to a new system without being overwhelmed.
As one of the older games in Easley Dunn’s IP, introducing a new system without it being too polarizing for players can be a difficult task.
As one of the older games in Easley Dunn’s IP, introducing a new system without it being too polarizing for players can be a difficult task.
As one of the older games in Easley Dunn’s IP, introducing a new system without it being too polarizing for players can be a difficult task.
As one of the older games in Easley Dunn’s IP, introducing a new system without it being too polarizing for players can be a difficult task.
Existing games
Existing games
Existing games
Existing games
The current state of the game relies on magic cards and automated defense towers that players can upgrade and unlock through in-game currency. However, these features are vastly different from a moveable hero on the map, leading to a gap in knowledge that designers and developers need to address effectively.
The current state of the game relies on magic cards and automated defense towers that players can upgrade and unlock through in-game currency. However, these features are vastly different from a moveable hero on the map, leading to a gap in knowledge that designers and developers need to address effectively.
The current state of the game relies on magic cards and automated defense towers that players can upgrade and unlock through in-game currency. However, these features are vastly different from a moveable hero on the map, leading to a gap in knowledge that designers and developers need to address effectively.
The current state of the game relies on magic cards and automated defense towers that players can upgrade and unlock through in-game currency. However, these features are vastly different from a moveable hero on the map, leading to a gap in knowledge that designers and developers need to address effectively.
Research insights
Research insights
Research insights
Research insights
As soon as I joined the Spurpunk team, I started by performing audits on the game as it was, as well as audits on some direct competitors, such as Castle Creeps and Kingdom Rush.
As soon as I joined the Spurpunk team, I started by performing audits on the game as it was, as well as audits on some direct competitors, such as Castle Creeps and Kingdom Rush.
As soon as I joined the Spurpunk team, I started by performing audits on the game as it was, as well as audits on some direct competitors, such as Castle Creeps and Kingdom Rush.
As soon as I joined the Spurpunk team, I started by performing audits on the game as it was, as well as audits on some direct competitors, such as Castle Creeps and Kingdom Rush.
Castle Creeps
Castle Creeps
Castle Creeps
Castle Creeps
As the most thorough of the platforms, Castle Creeps' onboarding system contains a lot of information, animation, and guided actions in the first few levels of the game.
With that, it can get a little overwhelming, and users may drop off due to the amount of breaks there are in the flow.
As the most thorough of the platforms, Castle Creeps' onboarding system contains a lot of information, animation, and guided actions in the first few levels of the game.
With that, it can get a little overwhelming, and users may drop off due to the amount of breaks there are in the flow.
As the most thorough of the platforms, Castle Creeps' onboarding system contains a lot of information, animation, and guided actions in the first few levels of the game.
With that, it can get a little overwhelming, and users may drop off due to the amount of breaks there are in the flow.
As the most thorough of the platforms, Castle Creeps' onboarding system contains a lot of information, animation, and guided actions in the first few levels of the game.
With that, it can get a little overwhelming, and users may drop off due to the amount of breaks there are in the flow.
Kingdom Rush
Kingdom Rush
Kingdom Rush
Kingdom Rush
Kingdom Rush has a simple onboarding system consisting of a few paragraphs and frames for users to read, It has an open-world concept to its onboarding, allowing users to make actions freely rather than guide them.
This approach may be more friendly to tech-savvy users, but can be confusing for new mobile gamers, or users who aren't used to technology,
Kingdom Rush has a simple onboarding system consisting of a few paragraphs and frames for users to read, It has an open-world concept to its onboarding, allowing users to make actions freely rather than guide them.
This approach may be more friendly to tech-savvy users, but can be confusing for new mobile gamers, or users who aren't used to technology,
Kingdom Rush has a simple onboarding system consisting of a few paragraphs and frames for users to read, It has an open-world concept to its onboarding, allowing users to make actions freely rather than guide them.
This approach may be more friendly to tech-savvy users, but can be confusing for new mobile gamers, or users who aren't used to technology,
Kingdom Rush has a simple onboarding system consisting of a few paragraphs and frames for users to read, It has an open-world concept to its onboarding, allowing users to make actions freely rather than guide them.
This approach may be more friendly to tech-savvy users, but can be confusing for new mobile gamers, or users who aren't used to technology,
Iterations
Iterations
Iterations
Iterations
After performing my research and audits, I created a few design iterations that explored different ways of introducing the hero system to users.
After performing my research and audits, I created a few design iterations that explored different ways of introducing the hero system to users.
After performing my research and audits, I created a few design iterations that explored different ways of introducing the hero system to users.
After performing my research and audits, I created a few design iterations that explored different ways of introducing the hero system to users.
Proposed frames and flow
Proposed frames and flow
Proposed frames and flow
Proposed frames and flow
Although the onboarding communication was generally done effectively, there were concerns that the flows had too many steps for mobile game players to look through, which may result in them abandoning the game before getting far.
Although the onboarding communication was generally done effectively, there were concerns that the flows had too many steps for mobile game players to look through, which may result in them abandoning the game before getting far.
Although the onboarding communication was generally done effectively, there were concerns that the flows had too many steps for mobile game players to look through, which may result in them abandoning the game before getting far.
Although the onboarding communication was generally done effectively, there were concerns that the flows had too many steps for mobile game players to look through, which may result in them abandoning the game before getting far.
Iteration 1
Iteration 1
Iteration 1
Iteration 1
Final flow
Final flow
Final flow
Final flow
The first few design iterations focused on early-game players, which meant the interactions and screens were abundant to account for a player’s early understanding of the game. Although they were thorough, these interactions required too many actions from the user, and risked taking them away from the game. The language and design assets also needed to be revisited to better align with the existing IP.
The first few design iterations focused on early-game players, which meant the interactions and screens were abundant to account for a player’s early understanding of the game. Although they were thorough, these interactions required too many actions from the user, and risked taking them away from the game. The language and design assets also needed to be revisited to better align with the existing IP.
The first few design iterations focused on early-game players, which meant the interactions and screens were abundant to account for a player’s early understanding of the game. Although they were thorough, these interactions required too many actions from the user, and risked taking them away from the game. The language and design assets also needed to be revisited to better align with the existing IP.
The first few design iterations focused on early-game players, which meant the interactions and screens were abundant to account for a player’s early understanding of the game. Although they were thorough, these interactions required too many actions from the user, and risked taking them away from the game. The language and design assets also needed to be revisited to better align with the existing IP.
Iteration 2/ Final
Iteration 2/ Final
Iteration 2/ Final
Iteration 2/ Final
The Solution
The Solution
The Solution
The Solution
Hero Icon
Players can spawn their chosen hero from a designated point on the screen. This location is permanent on the screen, and makes it easy for players to move their heroes around.
Hero Icon
Players can spawn their chosen hero from a designated point on the screen. This location is permanent on the screen, and makes it easy for players to move their heroes around.
Hero Icon
Players can spawn their chosen hero from a designated point on the screen. This location is permanent on the screen, and makes it easy for players to move their heroes around.
Hero Icon
Players can spawn their chosen hero from a designated point on the screen. This location is permanent on the screen, and makes it easy for players to move their heroes around.
Streamlined Process
Utilizing existing game language and designs for familiarity, players are introduced to the new hero system with a hands on tutorial.
Streamlined Process
Utilizing existing game language and designs for familiarity, players are introduced to the new hero system with a hands on tutorial.
Streamlined Process
Utilizing existing game language and designs for familiarity, players are introduced to the new hero system with a hands on tutorial.
Streamlined Process
Utilizing existing game language and designs for familiarity, players are introduced to the new hero system with a hands on tutorial.
Design Documentation
In addition to creating the onboarding system, I was also tasked with developing a design document for developers and future designers to reference to.
Design Documentation
In addition to creating the onboarding system, I was also tasked with developing a design document for developers and future designers to reference to.
Design Documentation
In addition to creating the onboarding system, I was also tasked with developing a design document for developers and future designers to reference to.
Design Documentation
In addition to creating the onboarding system, I was also tasked with developing a design document for developers and future designers to reference to.
Reflections and takeaways
Reflections and takeaways
Reflections and takeaways
Reflections and takeaways
New Experiences
This was my first ever role as a UX Designer in a gaming company, so there was a lot to learn from about the industry and design process. Also as one of the newest members of the Spurpunk team, it was both fun and challenging being thrown into the mix.
New Experiences
This was my first ever role as a UX Designer in a gaming company, so there was a lot to learn from about the industry and design process. Also as one of the newest members of the Spurpunk team, it was both fun and challenging being thrown into the mix.
New Experiences
This was my first ever role as a UX Designer in a gaming company, so there was a lot to learn from about the industry and design process. Also as one of the newest members of the Spurpunk team, it was both fun and challenging being thrown into the mix.
New Experiences
This was my first ever role as a UX Designer in a gaming company, so there was a lot to learn from about the industry and design process. Also as one of the newest members of the Spurpunk team, it was both fun and challenging being thrown into the mix.
Maximum Impact, Minimal Frames
One key feature that the design lead brought up was ensuring our designs maximized the message being carried out in the most succinct way possible. In games, having too much text or distracting tasks can deter a player from playing the actual game.
Maximum Impact, Minimal Frames
One key feature that the design lead brought up was ensuring our designs maximized the message being carried out in the most succinct way possible. In games, having too much text or distracting tasks can deter a player from playing the actual game.
Maximum Impact, Minimal Frames
One key feature that the design lead brought up was ensuring our designs maximized the message being carried out in the most succinct way possible. In games, having too much text or distracting tasks can deter a player from playing the actual game.
Maximum Impact, Minimal Frames
One key feature that the design lead brought up was ensuring our designs maximized the message being carried out in the most succinct way possible. In games, having too much text or distracting tasks can deter a player from playing the actual game.