The final project of my Skills Bootcamp with Teesside University (UI/UX Design for Video Games) was to produce a fully working prototype for an e-sport video game.
This project was started early in the course, but evolved through time, with the different classes that we had with Teesside University Teachers and sessions with Double Eleven.
PROTOTYPE —
I created a fully working prototype using Adobe XD and used the prototype function to link them together.
Scroll down for more info on how I've created this prototype.
You can also contact me at contact@aquacorp.uk if you would like to request the link to interact with the prototype yourself.
Please note that most of the art is not mine, you can find more details in the Credits section at the bottom of this page.
Video showcasing the prototype and all its functionalities
SCREEN NAVIGATION MAP/FLOWCHART —

Flowchart showing all the screens and screen states for Ashes of Chaos and highlighting the screens and screen states coded in the prototype
WIREFRAMES —

Main menu wireframe

Versus game mode wireframe

Versus game mode wireframe with Casual game mode screen state

Brainstorming for character screen

Character picker wireframe with golden spiral

Character picker wireframe

Settings menu wireframe

Display settings wireframe

Subtitle settings wireframe

Accessibility settings wireframe

HUD brainstorming

HUD wireframe

Leaderboard brainstorming

Leaderboard wireframe without details

Leaderboard wireframe with details
Video showcasing a working prototype of the settings navigation for the game
SCREENS —

Title screen

Main menu

Versus game mode screen

Versus game mode screen with details

Ranked game mode sub screen

Casual game mode sub screen

Leaderboard without details

Leaderboard with details

Character picker screen

Character picket screen

Loading screen

HUD

Pause screen

Pause screen warning

Settings menu screen

Controller settings screen

Mapping settings screen

Audio settings screen

Display settings screen

Subtitle settings screen

Gameplay settings screen
COLOUR PALETTE —

Colour palette from coolors
0D1B2A — This dark blue is the main background colour, or used as the secondary font colour when using light backgrounds.
1B263B — This slightly lighter blue is the secondary background colour and used for semi-transparent backgrounds on top of images.
7DD2E3 — This medium blue colour is used for background gradients.
F7E2A8 — This golden colour is used for highlights on active elements as well as background on some UI elements like badges.
D4D4DD — This light grey colour is the primary text colour.
It was extremely important for me to choose a colour palette with accessibility in mind. I ran my colours through a contrast checker and a colour blindness checker to ensure my colours were compliant with cross-platform contrasts, as well as accessible to as many people as possible.

Colour contrast

Colour contrast

Colour contrast

Colour contrast

Colour contrast

Colour contrast

Colour contrast

Colour contrast

Colour contrast

Deuteranopia

Protanopia

Tritanopia

Achromatopsia
TYPOGRAPHY —

Font: Infiltrace
This font is used for the logo of the game only.
Font: Josefin Sans
This sans-serif font is used for all the text in the game, including the text in the front-end screens and for the subtitles in the game.
VISUAL ASSETS —
Most visual assets in the prototype have been borrowed from great artists on Freepik (cf. Credits) but some assets are my own.
Procreate Assets
Illustator Assets

Teal sphere - Arcane Magic

Emerald sphere - Faery Magic

Purple sphere - Sound Magic

Menu arrow

Padlock icon

Loading icon

Dagger

Wand

Bow
GENRE & THEME OVERVIEW —
— Ashes of Chaos is a one vs one 2.5D fighting game that contains both a campaign mode and a versus mode. The versus mode contains competitive modes such as online casual, online ranked, or local and a non-competitive training mode.
— The unique aspect of the game is that the characters only fight using Magic (or magical weapons). Each character has its own type of magic that they can control (Elements, Necromancy, Telekinesis, etc...). There are 12 characters available in the game, though not all of them are unlocked at the beginning of the game. Going through the campaign as well as the ranked game modes allow for the unlocking of the characters.
— The characters can jump or fly to dodge attacks, and some characters have the power to create platforms or objects to help them fight.
— The player has an overall level that can be increased with experience gained from playing online casual and ranked games, as well as a rank (C-to S). The player doesn't have a tag name when starting but will have the opportunity to choose a unique name after playing their first casual fight. Ranked fights will be unlocked when the player reaches lvl10.
— The characters also have their own skill levels that need to be increased through playing with them. Characters have different HP, Mana and Stamina levels as well as a special attack.
— Each character starts with a default weapon. Ranking the characters up will unlock up to 3 weapons to choose from for each character that will give different powers when fighting.
— There are also different outfits for each characters that can be unlocked through levelling the player and characters up. • Each fight contains 3 rounds(best of 3 to win).
— The game is made for consoles & PC and can handle all types of controls such as arcade sticks or dance pads.
PERSONAS —
I created 3 personas based on the Gamer Motivation Model from Quantic Foundry.
• Ex pro player – mastery (challenge + strategy) + social (competition)
• Ex pro player – mastery (challenge + strategy) + social (competition)
• Social player – social (community) + creativity (design) + action (excitement)
• Completionist – achievement (completion + power) + immersion (fantasy)
Having created these personas allowed me to check what different players would need to see in a game like Ashes of Chaos. These personas and needs influence the features in the game such as leaderboards, trophies or even customisation of gameplay and help defining a better user experience for players. They feed into what functionalities need to be available from a UX and Gameplay point of view.

Gamer Motivation Model from Quantic Foundry

Persona 1 - Ex pro player

Persona 2 - Social player

Persona 3 - Completionist
CREDITS —
Most of the artwork in my prototype is the work of these incredible artists:
Fonts used in the prototype: