UX DESIGN
Masters and Heroes:
PvP
Scope of work
A feature of working on this part of the game was that the requirements changed during the design process, the description of the feature changed. This can be seen in the layouts below. Nevertheless, various cases were worked out and prototypes were tested at each stage.
Research
I played different games to understand how PvP battles are organized in them and made their flow. To present to the team, I chose 2 of them:
- Brawl Stars, where PvP is presented in a variety of modes.
- Hastle Castle, where PvP is part of the game modes, which reminds me of the flow I need.
UX design
The next step was to define the user story, PvP entry points, and what the player would be able to do on those screens.
To begin with, I put together a simplified story about what the player should see during the game:
Next, I took up the screen flow, for clarity I used not wireframes, but a very simple UI. I don't like this approach - it distracts from the idea, from the interactions. But in this case, working with layouts, not wireframes, made it possible to assemble prototypes and test their work on volunteers.
At the next stage, a PvP profile was added, in which the player sees his progress and learns about a one-time reward for moving to the next league, as well as a reward for winning. This diversified the scenarios for the end of the battle - this can be seen in the scheme below.
Different options for representing leagues were considered:
The winner:
Further, it was decided to give a reward in the form of a chest for a battle won, and not for moving to the next league. So it became necessary to show the contents of the chests of each league:
Final result:
UI design
With the appearance, for example color, the artists helped a lot, offering their solutions.
Thanks for watching!