Duties: Mobile UI design, Interaction Design, Icon & App Store Marketing
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With a very aggressive schedule, I partnered with an internal producer and an offsite developer to create a mobile-friendly port of the original Life Quest PC title in advance of its multi-platform squeal. The original title was heavily driven by tool-tips which did not translate onto a mobile interface. With roughly 2 months I was able to build out a design library of layer styles in Photoshop that quickly let us update the data-heavy interface to a sleek, animated menu system that was both entertaining and educational for the newer mobile market.
I broke the project into three main areas of focus: the Avatar Editor, Storefronts and Misc UI.
Avatar Editor:
The avatar system was a collection of loose head, torso and leg assets that were procedurally tinted. I built a new carousel feature that loaded random assets in with leading animations that encouraged players to swipe and continue personalizing.
Storefronts:
With nearly 20 different stores and workplaces, each of which had dozens of items with stats that altered the player’s experience, I had to find a way to clearly show what the cost/benefit of a given array had. I built out an accordion menu system that could function as a single, or multi-columned interface that again utilized guiding animations to illustrate the interactive nature of the dialogs.
Here is a video capture of a Flash demo I put together to describe the motion to our developer:
I was later able to replicate the animation throughout the game using an internal animation tool.
Miscellaneous:
Utilizing the new design library our mobile-friendly dialog system was quickly incorporated throughout the rest of the game, including a new Settings screen and a re-imagined, interconnected Stats | Home | Kitchen series: