Designing for multiple devices in my 9 to 5 consists of desktop, tablet, and mobile. However, designing for games was a new and welcomed challenge that required me to consider mouse and various gamepad controllers. UI elements in the camera HUD and the photo overflow modals needed to make sense contextually for all input devices.
Another comparison I quickly drew was the idea of simplifying complex tasks for users versus helping a player see a complex challenge as something enjoyable. There is value in allowing players to only save a set number of photos. Giving them the freedom to manually choose which ones were worth keeping or discarding made the decision all the more meaningful. Photographing and updating the saved photos was the core component to the game loop, so the designs had to drive an experience that players were happy to repeat countless of times.
It quickly became clear in this project that I needed to understand how to solution around the limitations of Unity, such as a limited storage space. I quickly expanded my knowledge on how the engine checked and processed information in the back end based on player actions to ensure that my designs offered a realistic solution to the core challenges.
I’m extremely fortunate for the opportunity to work with a team who all recognized the importance of user-centered designs shaping the game’s experience while being very receptive to the research and solutions that I led them through. We’ll be closely monitoring players for feedback upon launch and continue to identify areas of improvement.