UX/UI for Gaming: Animal Crossing Redesign

About the Project

Studying the gameplay and understanding the player journey and attempting to recreate game UI design while implementing different possible UI solutions based on observations made during gameplay.

My Roles & Responsibilities

UX/UI Designer

Length of the Project

7 weeks

Challenges

  • Successfully recreate Animal Crossing: New Horizons UI design elements
  • Understand the Player Journey
  • Successfully utilize Player Profiles to design wireframes that can properly communicate game funtions to players

Work Process

  1. About the Project
  2. My Roles & Responsibilities
  3. Length of the Project
  4. Challenges
  5. Work Process
  6. Player Profile
  7. Player Journey
  8. Paper Prototype & Flow Chart
  9. Wireframe and Iterations
  10. UI Moodboard/References
  11. UI Style Guide & Mockups
  12. Color Blindness Simulation
  13. Outcome/Results

Player Profile

Player 1

Name: Arturo
Age: 68
Lifestyle: Retired, only plays Sudoku
Hobby:
Platforms: PC
Time: A couple hours weekly
Location: Home
Wifi: Good
Distractions: Phone calls, errands
Motivation: Mind challenging puzzles, doable within a certain time frame (no longer than 20 minutes)
Constraints: Time constraints, gaming is not a top priority

Player 2

Motivation: New and exciting games, games with shorter commitments
Constraints: Remembering to do something more important and time sensitive

Player 3

Name: Kayley
Age: 26
Lifestyle: Teacher, used to play Overwatch competetively
Hobby: Artist, gamer
Platforms: PC
Time: About 30 hours a week
Location: Home
Wifi: Not reliable without ethernet cable
Distractions: Dogs, family matters, work chores
Motivation: Character design, interesting story, looks for well known studios, large audience
Constraints: If game objective/goal takes too long, will stop early to prevent stopping during the objective/goal

Player Journey

Paper Prototype & Flow Chart

[Introduction Screen]

Players are at a check-in counter at an airport when Timmy and Tommy greet them.
[Gameplay]

Left joystick to move
X for inventory
A to select and interact
Y to pick up items
[Character Creation Screen]

Players can enter a name (that can be their own or different from their own) that cannot be changed. They are informed that other players can see their name, so it is important to keep it appropriate.
Players can enter a birthday that cannot be changed. They are informed that other players can can see the birthday they provide.
Players can customize their own character starting with either a male or female base.
[Map Selection Screen]

Players can select what region they live in so their gameplay parallels the seasons in real life.
Players can select which island layout is most appealing to them.
[Island Outcomes Cinematic]

Lots of gameplay clips are shown so the player understands how different the island can look depending on the aesthetic choices they make.
[Island Screen]

Player is welcomed to their island. They also learn the game mechanics to play.

Wireframe and Iterations

1st Iteration

2nd Iteration

UI Moodboard/References

UI Style Guide & Mockups

Home Screen Wireframe vs. Mockup
Inventory Screen Wireframe vs. Mockup

Color Blindness Simulation

Outcome/Results

  • Learning about the Player Journey gave me more perspective on the decisions players make while playing video games. Even the smallest decision can impact what screens the player sees next.
  • Figma was a software I had a very base level understanding of and didn’t have a good experience with in the past. After these 7 weeks, I have a much more positive outlook on Figma and have a much better understanding of the software.
  • Conducting Usability Tests gave me insight on the importance of language. In the pursuit of presenting nuetral questions to each user, I indirectly used very confusing and unclear language. I now know for the future that simpler terms is always better.
  • It was exciting to try and implement my own design while staying within the art style of Animal Crossing. Taking inspiration from all of the previous games in the series was fun to do.
  • The color blindness simulations were very helpful in terms of accessibility. I didn’t realize my inventory screen design was so low contrast and how that could negatively impact the experience for certain players.
  • Overall I am very happy with the outcome of my mockups and I hope to continue using these skills in the future.