UX services examples

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These are examples of our work and methods for creating interactive entertainment.

Audience Profiling

Core experience

Science fiction action-adventure that explores the nature of consciousness with a timeline that traverses humanity's past, present, and future.

Pillars

  • Cinematic storytelling
  • Meaningful choices and consequences
  • Immersive, rich open living worlds
  • Deep customization
  • Dynamic combat and skills
  • Seasonal community campaigns

Segmentation weightings

  • Action - A
  • Immersion - A
  • Achievement - B
  • Creativity - B
  • Mastery - C
  • Social - C

Player Personas

Sophia K.
Age 28
32 Hours a week
5 Days a week

  • Streamer
  • Whale
  • Story Enthusiast
  • Socializer
  • Roleplayer
  • Achiever

Sophia fully immerses herself in games, striving to uncover every secret and solve every mystery within their rich narratives. Known for her engaging presence on Twitch, YouTube, Instagram, and TikTok.

Beyond her online presence, Sophia is earning recognition as a host at comic cons and gaming events. Her ability to captivate audiences and create memorable experiences is quickly becoming a hallmark of her appearances.

She has built a vibrant Discord community, self-publishes short stories, and shares insights through a popular Substack newsletter. Her branded merchandise reflects her unique style and strong connection with fans.

Player Stories

As a player I understand I need to reach the destination located to the south of the planet's moon...

Storyboards

Auroral Ovals Outpost

Approximately 30 minutes

Version 0.0.3

Cinematic intro - 30s

  • Objective
Touch points
  • Cinematics
  • Narrative
  • Animation
  • UI Footer

Character dialogue - 1m 30s

  • Branching choices
Touch points
  • Dialogue Choice System
  • RPG System
  • Narrative
  • Sound
  • VFX
  • Systems

New item - 20s

  • Navigator
Touch points
  • UI HUD
  • Animation
  • Inventory
  • Sound
  • VFX

Gameplay - 30m

  • Reach Landing Strip
  • Hack Terminal
  • The Escape
Touch points
  • UI HUD
  • RPG System
  • Weapons
  • Creatures
  • Economy
  • Inventory
  • VFX
  • Sound
  • Systems

Cinematic outro - 1m

  • Resolution
  • Reward
  • Set up next objective
Touch points
  • Cinematics
  • Narrative
  • Animation
  • RPG System
  • Inventory
  • UI Footer

Interaction Design

Plasma Bow
Ranged & Melee

Purpose

The Plasma Bow is a silent and versatile weapon, making it the perfect choice for navigating heavily guarded areas where stealth is paramount.

As a highly adaptable ranged weapon, the Plasma Bow can be used strategically to interact with environmental switches or trigger hazards, adding a layer of tactical depth to its utility.

Powered by the Plasma Consumable System, the bow features tiered perk slots and an expandable capacity, which can be upgraded through the Skill Tree System, allowing for personalized enhancements and increased effectiveness.

Seamlessly integrated with the universal Stealth Take Down System, the Plasma Bow enables silent eliminations, ensuring undetected progression through high-risk zones.

Additionally, it integrates with the universal Melee System, offering the ability to stagger enemies with a swift, precise soft attack, perfect for creating opportunities in close-quarters combat.

Inputs

PlayStation

  • L2 to aim while equipped
  • R2 while aiming to charge and extend range

Xbox

  • LT to aim while equipped
  • RT while aiming to charge and extend range

Nintendo Switch

Dual Joycon
  • ZL to aim while equipped
  • ZR while aiming to charge and extend range
Single Joycon
  • SL to aim while equipped
  • SR while aiming to charge and extend range

Mouse & Keyboard

  • RMB to aim while equipped
  • LMB while aiming to charge and extend range

iOS & Android

  • Touch to aim while equipped
  • Swipe while aiming to charge and extend range

Gameplay & Accessibility Options

This feature includes Gameplay and Accessibility options covering Combat, Visual Presentation, Audio Cues, User Inputs, Difficulty, and Game Speed.

Combat Assistance

Aim Assist

Helps align the reticle to targets, making it easier to aim.

Particularly helpful for players with motor impairments or difficulties with precise aiming.

Lock-On Aim

Automatically snaps the reticle to the nearest enemy and keeps it locked while aiming.

Adjust sensitivity for a more customized experience.

Motion Sensor

Enables gyro controls to aim by tilting the controller.

Useful for fine-tuning shots.

Auto-Target Enemies

Simplifies aiming by directing shots toward the nearest enemy.

User Interface Design

Workflow for creating the HUD, frontend, and menus

Process for creating new screens, feature components, or extending the user interface library

  • Design
  • Prototype
  • Validate
  • User Tests

User interface library

Foundational library and style guides for creating the game's user interfaces

  • Primitives
  • Components
  • Typography
  • Iconography
  • Colour Palettes
  • Voice & Tone

Screen and flow templates

User interface templates and interaction flow patterns

  • HUD
  • Frontend
  • Menus

Player Testing

Upcoming tests

  • UTA5 - Path finding
  • UTA5 - Health
  • UTA5 - Skill trees
  • UTA5 - Progression

Previous tests

  • UTA4 - Branching choices
  • UTA4 - Land vehicles
  • UTA4 - Upgrades & perks
  • UTA3 - Fight controls
  • UTA3 - Character customization
  • UTA3 - Economy
  • UTA3 - Prologue

Currently validating these features

  • RPG System
  • Weapons
  • Creatures
  • Health
  • Skill Trees
  • Customization
  • Economy

Player Testing - 78

  • Player Score - 76
  • Validation Score - 83
Player Scores Chart
Test Score
UTA4 76
UTA3 73
UTA2 68
UTA1 72
UTPA9 68
Validation Scores Chart
Day Score
Tuesday 83
Monday 80
Friday 79
Thursday 76
Wednesday 75
Tuesday 74
Monday 72
Friday 70
Thursday 72
Wednesday 65
Tuesday 63
Monday 60