Anna Kilanova's profile

Tacticool - mobile game UI design (2019)

Tacticool - mobile game UI design (2019)
The mobile shooter Tacticool was my first project, which I came to after the release and was not involved in the creation of the game in the first place.
My goal was to help the app become better, more user-friendly, more understandable to any player. It was very interesting and challenging, and brought a lot of new challenges that I hadn't dealt with before.

Basically, I worked in collaboration with game designers who gave me tasks, as well as with programmers - I gave them layouts, tracked down bugs, and got feedback. I also drew new icons, some vector illustrations and elements for banners, worked on the guideline for buttons (which at the moment wasn't released yet), as well as windows for new features: modules for weapons, rating system with rewards (they are also not in the release); guideline for banners and announcements, windows for a new game mode, updated weapon selection screen. In addition, I was involved in prototyping, constant re-sourcing of competitors and market research in general, testing features, bitmap graphics (rarely), and resource optimization.

Of the difficulties I encountered was the game genre, which was new to me. I had to study a lot of new interface nuances, replayed a huge number of competitor games in order to get used to the style, be aware of the market trends and find fresh solutions.
Another little hindrance was that some ideas were stalled by imperfections in the game code, and I had to look for alternative ways to solve problems. Development on many levels was chaotic (the team had drastically doubled in size), which generally got in the way a lot - but it was a good experience working under stress. I teamed up with colleagues from my department and programmers, and tried to do my best to make the game better, and the user interaction with the interface more accessible.

The weapon selection screen was confusing (especially for beginners) and not very clear. It had its advantages, but the disadvantages were much more. After the redesign, the weapon store was merged with the arsenal: selection, purchase and description of the goods began to be collected in one place.

It was a complex and multidimensional task, which I worked on together with the game designer and the programmer. The game designer provided me with the ready-made wireframes, I needed to make a prototype for them to check the usability and accessibility of the buttons layout, make some adjustments and draw everything with the new features in mind. The lodout went through several iterations, and is still being finalized.
The game is constantly being updated with new ideas, including game modes. The first such mode was "special operation SPACE", in the creation of which I took part from the very beginning.
This is a hardcore PVE mode that (Players vs zombies) and a lot of players liked it. Not it is a regular game event. I assembled final layouts based on wirmframes given to me by GD, drew interface elements, new icons and elements, introduced a new recognizable color palette and tested the game mode with my peers with tons of fun.
One of the last tasks I worked on on the game: bringing offers into a universal, beautiful, and sellable look.

The problems with the old offers were that they looked poor and chaotic with little content density.

I decided to fix this problem by limiting the size of the screen, delimiting the items and description, and using a nice background (changeable on demand of the situation). In general, the banners turned out to be unified for many situations and look better.
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Tacticool - mobile game UI design (2019)
Published:

Tacticool - mobile game UI design (2019)

Published: