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 & MeleePurpose
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