家庭的人


拥堵的城市

ANOTHER FREAKIN' MOBILE GAME


In 家庭的人, Another Freakin 移动 Game; users are tasked with the daunting duty of mixing drinks for characters by matching components… 和 if you’re a 家庭的人 fan, you know that this is a thirsty bunch!

拥堵的城市 initially engaged 欧博游戏网址, the team identified several UX 和 UI concerns following a detailed analysis 和 evaluation of the game. Elegant solutions were proposed 和 we systematically tackled each problem through the wireframes, prototypes 和 finally the UI Art.

家庭的人 移动 Game

线框图


Our wireframes act as a visual outline of the entire UX menu system. They help to define structure 和 answer many questions about font size, 易读性, consistent placement 和 the flow of information.

Moving from lo-fidelity, to mid-fidelity 和 lastly high-fidelity wireframes; thoughtful elements, ergonomic consideration, 和 intuitive design combined to create a User Experience that flowed smoothly. Frustration points were mitigated 和 ensured an elevated experience with a clear player journey.

原型


Not your average triple match game, 家庭的人, Another Freakin 移动 Game, presented interesting challenges around educating the player on game mechanics, while maintaining the look, 感觉, 和 spirit of the game.

Our bespoke Interactive Prototyping framework brought clarity to the mechanics unique to the game, while also s如何casing the exciting celebratory elements that keep the energy 和 engagement high.

FEATURE HIGHLIGHT


One area that we focused on, was educating the player. There wasn’t much done to teach the player 如何 to do things, 和 为什么 they’d want to. Help screens were generic 和 didn’t support the backstory, 和 although ‘Help’ buttons were present throughout the game – they weren’t very helpful!

The Sprung Team designed contextual help screens using scrolling cards. These provided the player with more ‘bitesized’ snippets of help that were tailored to each area. The card layout also offered more room to ‘set the scene’, while supporting the narrative. 最后, the team added small tooltips to certain elements, rewarding curious players with information if tapped. These thoughtful elements were threaded throughout the game, coming together to ensure the player learned 如何 to play; ultimately not needing to rely on help or tips.  

VISUAL STYLE


With a pre-existing 家庭的人 universe, the visual style needed to be consistent with the direction 和 br和. The Sprung Team addressed inconsistencies 和 ambiguity in visual language, while the vibrant colour palette 和 dynamic elements brought polish, 和 life to the game.