TOWER FEATURE
​After launching the game worldwide, our first big update aimed at improving our retention and engagement.
The feature consists of a succession of battles that are time limited. Players progress through the stages and earn a score that will place them in a leaderboard. Adding this competitive mechanic also helped us increase the competitive aspect of our product.
SUMMARY
Below you will find the first released iteration of the feature. Working hand in hand with Artists, Game Designers, Economy Designers, Marketing, QC, Data Analysts and Scientists and of course Frontend and Backend Programmers. The feature took about 2 months to be completed and released.
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My main duties consisted of defining, creating and integrating the whole UI and UX with its many details and corner cases. During the whole development, I organised regular sync meetings with all the stakeholders. Updating them on the progress of the various elements needed to complete the feature, aligning accordingly.
PHASE 1: Research & Exploration
As usual, it starts with quick wireframes or sketches. In parrallel, I benchmarked similar experiences and gathered visual references that would fit with our concept and context.
PHASE 2: Flow
Once we had some clearer idea of all the ingredients/ screens we would need, I started to create user flows for the UI, adding all the UX feedbacks, details and corner cases. This makes it great for sharing a centralised slide of information to the Programmers and Game Designers.
PHASE 3: Information Layout
Building a screen does not happen by magic, it takes a lot of trial and error before you get to a satisfying result. My motto has always been "Make it work before you make it beautiful". The following section will run you through the typical experiments/ prototypes/ variations I develop in order to filter bad ideas quickly and narrow down the spectrum to move forward.