Jiro Tamase
Sr. UX Designer
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Wild Things

Objective

Design a control center UI with necessary buttons to access all basic functions of the game. Iconography should be simple enough to stand out from the detailed world and buttons have to be distinct so users will know to tap/click it. It should also allow for notification, events and other information needed to be delivered or to be known by the user.

Homescreen HUD

The Homescreen HUD is the first thing the player sees when we start the game. This basically is our landing page UI. Each icon in the HUD have their specific functions.

Sections

  • Resource Section – Lives and Coins[hard currency](Top Left), Leaves[narrative currency](Top Right)
  • Settings – Top right right next to the Leaves resource panel
  • Features – Mail, Keeper’s Manual, Collections, and Customization Screens (Bottom Left)
  • Events – 2 events at a time (Right side)
  • Feature Overflow – CRM when available, Spirit Chest (Left Side, under Lives)
  • Play Button (Bottom Right)

In-Game HUD

Unlike the Homescreen HUD, not all of the elements of the In-Game HUD are interactable. The left panel gives us information about our level. This includes the objectives, moves left, and the animal ability counter. I guess you could say that the animal is part of the UI.is the first thing the player sees when we start the game. This basically is our landing page UI. Each icon in the HUD have their specific functions.

Sections

  • Left Panel
    • Current level
    • Moves Left
    • Level Objective
    • Animal Ability Gauge
  • Right Panel
    • Target Booster
    • Cross Booster
    • Swap Booster
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Posted on September 4, 2020 by jtamase. This entry was posted in Game. Bookmark the permalink.
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    Works

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