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About
Completed in ELVTR's UX/UI Design for Games class, the project entailed studying and redesigning
Elden Ring's UI elements to keep the players immersed in the game and minimize the time they spend taken out of the game.
Role and Responsibilities
My role was to streamline menu UI for easier wayfinding
and clarifying gameplay and inventory UI while retaining
the established art direction.
Length of the Project
The project spanned 8 weeks.
Challenges
- Retaining the style of the game while finding a more
visual-orientated way to display information to all levels of players.
- Organizing and testing a variety of players with varying degrees of experience.
- Iterating and executing coherent UI art within a relatively short time-frame.
Work Process
Player Journey
Paper Prototype + Flowchart
Wireframes
Usability Test Notes
- Home Screen: "Log-In" and other options were deemed confusing and slowed player's decision-making down.
- Gameplay Screen: Tutorial prompt was informative but also distracting and lengthy. UI stuck out as being too simple and immersion breaking.
- Inventory Screen: Users made decisions faster when looking at the arrow indicators rather than numbers for specific stats.
Actionable Tasks
- Home Screen: Streamline player options to make it easier to start or continue gameplay.
- Gameplay Screen: Further condense tutorial prompt with the essential information first and push UI to feel more integrated to the setting of Elden Ring.
- Inventory Screen: Utilize iconography to help players find their desired stats faster to enable efficient decision- making.
Iterations
UI Moodboard
Mockups
Outcomes
- Simplified the Home Menu screen to enable players to start or continue their game quickly.
- Condensed tutorial prompt for easier access to important information like button prompts.
- Created UI elements that fit within the style of the game.
- Created an inventory that enables clear comparison equipment to help players make more efficient decisions.
Post Mortum
- The project helped me cultivated a deeper knowledge in user testing and user experiences when interacting with gameplay interfaces.
- I learned how to analyze and work within the parameters of an established art direction.
- The project helped me learn how to bridged previous learned skillsets and applied them into the context of UI art.