top of page
4_edited.png

ELVTR - UX/UI for Gaming
Coursework

Overview:

To understand UX/UI within the context of gaming. Applying the knowledge and workflows to conduct a design case study on

Elden Ring.

Task:

UX/UI Design, User Testing

Tools:

Figma, Illustrator, Photoshop

Project Length:

8 Weeks

Challenges:

  • Limited knowledge of Figma​

​

  • Planning and conducting Usability Tests​

​

  • Simplifying Elden Ring's player information for the user​

​​

  • Adapting a pre-existing UI art style with another game

Work Process

Player
Journey
Paper
Prototype
Flow
Chart
Wireframe
Usability
Test
UI
Moodboard
UI Style
Guide
UI
Mockups
Accessibility
(Colour Blindness)

UX Design

Player Journey
player journey.png
  • Through the player journey for Elden Ring, I came to understand points of contention and excitement players had while engaging with the game and the overall gameplay loop.

Paper Prototype & Flow Chart
sticky note all.png
flow chart1.png
Wireframes

Main Menu

Main Menu.png

Gameplay Screen

Gameplay Screen.png

Equipment Screen

Inventory 1.png

Map Screen

Map Screen.png
Usability Test Notes:
research logistics.png
research objectives.png
user survey.png
usability test report.png

While the test results gave me better understanding of how users felt and behaved in regards to my wireframes, I found the prelimenary survery gave me more clarity and empathy for how users felt in regards to the two videogames respectively, Elden Ring and Animal Crossing: New Horizons.​ It helped reinforce the choices I made to improve the wireframes, these being a need for: clarity and simiplicity.

Iterated Wireframe
  • Decided against the use of a 'Quit' option

  • Changed font

Main Menu

Main Menu.png

Gameplay Screen

Gameplay Screen.png
  • Clarified currency indicator

  • Curved the over head compass, so it is more noticeable.

  • Increased size of player status bar.

  • Made equipment button more prominent 

  • Arrow indicators helped simplify item data

  • Created icons that helped to visually clarify what the sections of the equipment meant

  • Player diagram gave users a visual depiction of how much stronger they are becoming​

Equipment Screen

Inventory.png

Map Screen

Map Screen.png
  • Added a player marker to clear up confusion for the player in regards to geographical location​

  • Provided a notable indicator to say where the player wants to go.

  • Added a map cusor to give players another choice of navigating the screen

UI Design

Mood Board
Animal_Crossing_-_Gameplay_Screen_01.jpg
animal-crossing-new-horizons-recipes-inventory.jpg
animal-crossing-new-horizons-map.jpg
Animal_Crossing_-_In_Game_Inventory_02.jpg
Animal Crossing: New Horizon

To simplify Elden RIng's game information and choices the player could make, I studied and adapted how Animal Crossing: New Horizons depicted similar information.

Style Guide
Text
Text Styles.png
Buttons
Button Styles.png
Other UI
Icon & Art Asset Styles.png

Mock-Ups

Accessibility (Color Blindness)

The colour blindness test was paramount in ensuring different types of people can gain access and enjoyment from this game. I optimised the font and colour to ensure readability was improved.

1.png
2.png
3.png
Ravi E. Nkengfack - UX_UI for Gaming. Class 1-13 (March - April 2025).png

Final Mock-Ups

Conclusion

Through the limited time I had on this project, I gained a deeper understanding of how exactly UX/UI is applied into the context of gaming. Learning how to conduct a usability test was a challenging period as someone with an art background. Ultimately though, this challenge was the most crucial part, as it pushed me to better adapt another game's UI design to another that has a considerable amount of information. I'm extremely proud of what I was able to accomplish with the use of figma which I had previously had little prior knowledge.

Post-Mortem
  • Gain more understanding of UX practices

  • I would want to explore other game screens 

  • Provide more cohesion in regards to adapting a UI artstyle 

bottom of page