BattlePlan!

Date

Dec, 2023

Tools

Figma

Platforms

PC

Company

PixelVault

BattlePlan!

Date

Dec, 2023

Tools

Figma

Platforms

PC

Company

PixelVault

BattlePlan!

Date

Dec, 2023

Tools

Figma

Platforms

PC

Company

PixelVault

BattlePlan!

Date

Dec, 2023

Tools

Figma

Platforms

PC

Company

PixelVault

BattlePlan!

Date

Dec, 2023

Tools

Figma

Platforms

PC

Company

PixelVault

Game inventory screen with a humanoid robotic character on the right. The interface shows item categories such as weapons, armor, consumables, and equipment slots for chest armor, gloves, trousers, boots, and horse gear. The left panels display grids filled with sword icons, representing stored items. At the top, the interface shows inventory weight, currency, and a level indicator with progress toward level 3. The bottom-right corner displays vitality and toxicity stats with progress bars.

Final UI Mockup

About the Game

BattlePlan uses a tournament system to pit players against each other in a challenging environment in this super-hero strategic auto-battler WEB3 game.


I worked on several tasks to improve usability within player onboarding, as well as pre- and post-battle flows, enhancing the experience while respecting the game’s established art direction.

Company: PixelVault
UI/UX Director: Damian Volantino
Sr. UI/UX Designer: Náthaly Moyano

About the Game

BattlePlan uses a tournament system to pit players against each other in a challenging environment in this super-hero strategic auto-battler WEB3 game.


I worked on several tasks to improve usability within player onboarding, as well as pre- and post-battle flows, enhancing the experience while respecting the game’s established art direction.

Company: PixelVault
UI/UX Director: Damian Volantino
Sr. UI/UX Designer: Náthaly Moyano

About the Game

BattlePlan uses a tournament system to pit players against each other in a challenging environment in this super-hero strategic auto-battler WEB3 game.


I worked on several tasks to improve usability within player onboarding, as well as pre- and post-battle flows, enhancing the experience while respecting the game’s established art direction.

Company: PixelVault
UI/UX Director: Damian Volantino
Sr. UI/UX Designer: Náthaly Moyano

About the Game

BattlePlan uses a tournament system to pit players against each other in a challenging environment in this super-hero strategic auto-battler WEB3 game.


I worked on several tasks to improve usability within player onboarding, as well as pre- and post-battle flows, enhancing the experience while respecting the game’s established art direction.

Company: PixelVault
UI/UX Director: Damian Volantino
Sr. UI/UX Designer: Náthaly Moyano

About the Game

BattlePlan uses a tournament system to pit players against each other in a challenging environment in this super-hero strategic auto-battler WEB3 game.


I worked on several tasks to improve usability within player onboarding, as well as pre- and post-battle flows, enhancing the experience while respecting the game’s established art direction.

Company: PixelVault
UI/UX Director: Damian Volantino
Sr. UI/UX Designer: Náthaly Moyano

Selecting Brawler, quick anim made in Figma.

Main Takeaways

• Since the game already had a strong player base, we balanced changes to address issues for both new and veteran players, ensuring updates remained familiar for long-time users.

• Started with several usability evaluation rounds, followed by an affinity mapping and competitor analysis to understand the game’s current flow and identify key pain points. This process led to the creation of a new information architecture and user flow.

• Crafted UI mockups and animation concepts to visualize and discuss new opportunities with the team, while also creating additional assets to expand the game’s UI Kit.

• The game’s art direction was fun and highly memorable, so we ensured the redesign preserved its core identity.

Main Takeaways

• Since the game already had a strong player base, we balanced changes to address issues for both new and veteran players, ensuring updates remained familiar for long-time users.

• Started with several usability evaluation rounds, followed by an affinity mapping and competitor analysis to understand the game’s current flow and identify key pain points. This process led to the creation of a new information architecture and user flow.

• Crafted UI mockups and animation concepts to visualize and discuss new opportunities with the team, while also creating additional assets to expand the game’s UI Kit.

• The game’s art direction was fun and highly memorable, so we ensured the redesign preserved its core identity.

Main Takeaways

• Since the game already had a strong player base, we balanced changes to address issues for both new and veteran players, ensuring updates remained familiar for long-time users.

• Started with several usability evaluation rounds, followed by an affinity mapping and competitor analysis to understand the game’s current flow and identify key pain points. This process led to the creation of a new information architecture and user flow.

• Crafted UI mockups and animation concepts to visualize and discuss new opportunities with the team, while also creating additional assets to expand the game’s UI Kit.

• The game’s art direction was fun and highly memorable, so we ensured the redesign preserved its core identity.

Main Takeaways

• Since the game already had a strong player base, we balanced changes to address issues for both new and veteran players, ensuring updates remained familiar for long-time users.

• Started with several usability evaluation rounds, followed by an affinity mapping and competitor analysis to understand the game’s current flow and identify key pain points. This process led to the creation of a new information architecture and user flow.

• Crafted UI mockups and animation concepts to visualize and discuss new opportunities with the team, while also creating additional assets to expand the game’s UI Kit.

• The game’s art direction was fun and highly memorable, so we ensured the redesign preserved its core identity.

Main Takeaways

• Since the game already had a strong player base, we balanced changes to address issues for both new and veteran players, ensuring updates remained familiar for long-time users.

• Started with several usability evaluation rounds, followed by an affinity mapping and competitor analysis to understand the game’s current flow and identify key pain points. This process led to the creation of a new information architecture and user flow.

• Crafted UI mockups and animation concepts to visualize and discuss new opportunities with the team, while also creating additional assets to expand the game’s UI Kit.

• The game’s art direction was fun and highly memorable, so we ensured the redesign preserved its core identity.

New Pre-Battle Flow

Game inventory screen with a humanoid robotic character on the right. The interface shows item categories such as weapons, armor, consumables, and equipment slots for chest armor, gloves, trousers, boots, and horse gear. The left panels display grids filled with sword icons, representing stored items. At the top, the interface shows inventory weight, currency, and a level indicator with progress toward level 3. The bottom-right corner displays vitality and toxicity stats with progress bars.

Before and After

Challenges

In the pre-battle phase, the studio received a lot of player feedback about having a hard time to choose what to pick. This decision was even more difficult for new players, since they were still getting to know the brawlers.


The old screen showed all information at once, from pick brawler to choosing all kinds of loadouts, so we focused on prioritizing the information: introduce choices step by step, highlighting the most relevant information at each stage.


Motion design also played a key role, helping draw attention to key elements and supporting player confidence in their choices.

Challenges

In the pre-battle phase, the studio received a lot of player feedback about having a hard time to choose what to pick. This decision was even more difficult for new players, since they were still getting to know the brawlers.


The old screen showed all information at once, from pick brawler to choosing all kinds of loadouts, so we focused on prioritizing the information: introduce choices step by step, highlighting the most relevant information at each stage.


Motion design also played a key role, helping draw attention to key elements and supporting player confidence in their choices.

Challenges

In the pre-battle phase, the studio received a lot of player feedback about having a hard time to choose what to pick. This decision was even more difficult for new players, since they were still getting to know the brawlers.


The old screen showed all information at once, from pick brawler to choosing all kinds of loadouts, so we focused on prioritizing the information: introduce choices step by step, highlighting the most relevant information at each stage.


Motion design also played a key role, helping draw attention to key elements and supporting player confidence in their choices.

Challenges

In the pre-battle phase, the studio received a lot of player feedback about having a hard time to choose what to pick. This decision was even more difficult for new players, since they were still getting to know the brawlers.


The old screen showed all information at once, from pick brawler to choosing all kinds of loadouts, so we focused on prioritizing the information: introduce choices step by step, highlighting the most relevant information at each stage.


Motion design also played a key role, helping draw attention to key elements and supporting player confidence in their choices.

Challenges

In the pre-battle phase, the studio received a lot of player feedback about having a hard time to choose what to pick. This decision was even more difficult for new players, since they were still getting to know the brawlers.


The old screen showed all information at once, from pick brawler to choosing all kinds of loadouts, so we focused on prioritizing the information: introduce choices step by step, highlighting the most relevant information at each stage.


Motion design also played a key role, helping draw attention to key elements and supporting player confidence in their choices.

Game inventory screen with a humanoid robotic character on the right. The interface shows item categories such as weapons, armor, consumables, and equipment slots for chest armor, gloves, trousers, boots, and horse gear. The left panels display grids filled with sword icons, representing stored items. At the top, the interface shows inventory weight, currency, and a level indicator with progress toward level 3. The bottom-right corner displays vitality and toxicity stats with progress bars.

Select Brawler - Before hovering any brawler

Game inventory screen with a humanoid robotic character on the right. The interface shows item categories such as weapons, armor, consumables, and equipment slots for chest armor, gloves, trousers, boots, and horse gear. The left panels display grids filled with sword icons, representing stored items. At the top, the interface shows inventory weight, currency, and a level indicator with progress toward level 3. The bottom-right corner displays vitality and toxicity stats with progress bars.

Select Brawler - Hovering a brawler

Game inventory screen with a humanoid robotic character on the right. The interface shows item categories such as weapons, armor, consumables, and equipment slots for chest armor, gloves, trousers, boots, and horse gear. The left panels display grids filled with sword icons, representing stored items. At the top, the interface shows inventory weight, currency, and a level indicator with progress toward level 3. The bottom-right corner displays vitality and toxicity stats with progress bars.

Select Brawler - Bonus Announcement

Game inventory screen with a humanoid robotic character on the right. The interface shows item categories such as weapons, armor, consumables, and equipment slots for chest armor, gloves, trousers, boots, and horse gear. The left panels display grids filled with sword icons, representing stored items. At the top, the interface shows inventory weight, currency, and a level indicator with progress toward level 3. The bottom-right corner displays vitality and toxicity stats with progress bars.

Select Loadout - No Loadout selected

Game inventory screen with a humanoid robotic character on the right. The interface shows item categories such as weapons, armor, consumables, and equipment slots for chest armor, gloves, trousers, boots, and horse gear. The left panels display grids filled with sword icons, representing stored items. At the top, the interface shows inventory weight, currency, and a level indicator with progress toward level 3. The bottom-right corner displays vitality and toxicity stats with progress bars.

Select Loadout - Loadout selected

Game inventory screen with a humanoid robotic character on the right. The interface shows item categories such as weapons, armor, consumables, and equipment slots for chest armor, gloves, trousers, boots, and horse gear. The left panels display grids filled with sword icons, representing stored items. At the top, the interface shows inventory weight, currency, and a level indicator with progress toward level 3. The bottom-right corner displays vitality and toxicity stats with progress bars.

Process - Pain points and proposals

Game inventory screen with a humanoid robotic character on the right. The interface shows item categories such as weapons, armor, consumables, and equipment slots for chest armor, gloves, trousers, boots, and horse gear. The left panels display grids filled with sword icons, representing stored items. At the top, the interface shows inventory weight, currency, and a level indicator with progress toward level 3. The bottom-right corner displays vitality and toxicity stats with progress bars.

Process - New information architecture and storyboard

Game inventory screen with a humanoid robotic character on the right. The interface shows item categories such as weapons, armor, consumables, and equipment slots for chest armor, gloves, trousers, boots, and horse gear. The left panels display grids filled with sword icons, representing stored items. At the top, the interface shows inventory weight, currency, and a level indicator with progress toward level 3. The bottom-right corner displays vitality and toxicity stats with progress bars.

Userflows and storyboard

Game inventory screen with a humanoid robotic character on the right. The interface shows item categories such as weapons, armor, consumables, and equipment slots for chest armor, gloves, trousers, boots, and horse gear. The left panels display grids filled with sword icons, representing stored items. At the top, the interface shows inventory weight, currency, and a level indicator with progress toward level 3. The bottom-right corner displays vitality and toxicity stats with progress bars.

UI Kit - Mix of old and new components