Last Updated: October 2020
GAME STATUS: Canceled
SHIPPED: 2018 PLATFORMS: iOS, Android ENGINE: Unity BRIEF QUIRK is a mobile User Generated Content (UGC) game where the player creates various Gizmos to battle, race, and socialize with. Often compared to Minecraft or Roblox, QUIRK's main goal is to give the user a platform to create, play, and share. QUIRK's target audience is children between the ages of 10 - 15 and is available on iOS and Android devices. |
MY ROLE
Official Title: UI/UX Designer II Daily Responsibilities:
Occasional Responsibilities:
|
Wireframe Samples
INVENTORY
The Inventory design is one of the few projects I'm able to take ownership of. I've done everything from the background to the tiles to the icons in the nav. I used the inventory as a 'golden screen' to drive the look and feel of the UI back when I redesigned in 2018. It's gone through a few changes since then but it's always stayed the 'golden screen' and helped steer consistency between my designs.
The Inventory design is one of the few projects I'm able to take ownership of. I've done everything from the background to the tiles to the icons in the nav. I used the inventory as a 'golden screen' to drive the look and feel of the UI back when I redesigned in 2018. It's gone through a few changes since then but it's always stayed the 'golden screen' and helped steer consistency between my designs.
BUILD MODE
Giving the player a robust Build Tool on a mobile phone is a difficult challenge. We brought in playtesters to try out the Build Tool a few times and there could probably still be some improvements. Towards the tail end of my time at uGen I was working on a PC version of the Build Tool to give our Builder's Club Members a more complex tool that would link between PC and Mobile.
Giving the player a robust Build Tool on a mobile phone is a difficult challenge. We brought in playtesters to try out the Build Tool a few times and there could probably still be some improvements. Towards the tail end of my time at uGen I was working on a PC version of the Build Tool to give our Builder's Club Members a more complex tool that would link between PC and Mobile.
GAME MODE HUDS
At uGen I was the go-to guy for any new game modes. The process was different for each one. Sometimes we'd have a game mode prototype and I would wrap a HUD around it, and other times I would be given an idea and the game mode would be built around my HUD. Consistency between game modes was pretty important so players knew where everything was. But each game mode was a little different and needed some new tweak that made it interesting.
At uGen I was the go-to guy for any new game modes. The process was different for each one. Sometimes we'd have a game mode prototype and I would wrap a HUD around it, and other times I would be given an idea and the game mode would be built around my HUD. Consistency between game modes was pretty important so players knew where everything was. But each game mode was a little different and needed some new tweak that made it interesting.
HOW TO PLAY SCREENS
One of my hats at uGen was creating these How to Play screens. They're meant to be shown the first time you enter an activity to give you a quick overview of that activity. Hopefully with just the pictures but the words are nice too. This was a fun challenge to go into Unity and stage, screenshot, and composite all these little images.
One of my hats at uGen was creating these How to Play screens. They're meant to be shown the first time you enter an activity to give you a quick overview of that activity. Hopefully with just the pictures but the words are nice too. This was a fun challenge to go into Unity and stage, screenshot, and composite all these little images.
HOME BASE NEIGHBORHOODS
During the last few months at uGen I worked on a feature we called "Neighborhoods". The idea was that you could rent a space to decorate and link players to your Home Base. I went super graphic and fun with the UI and tailored the content to be bite-sized chunks because with this feature, seconds of time saved could mean the difference between you and someone else owning this space for the next 30 days.
During the last few months at uGen I worked on a feature we called "Neighborhoods". The idea was that you could rent a space to decorate and link players to your Home Base. I went super graphic and fun with the UI and tailored the content to be bite-sized chunks because with this feature, seconds of time saved could mean the difference between you and someone else owning this space for the next 30 days.
MISC PROJECTS
The above projects weren't the only things I did at uGen. Below are more screenshots of a couple other systems I worked on at uGen including, Avatar Dyes, Discovery Feed, Friends Lists, Home Base Management, and the PC Build Tool.
The above projects weren't the only things I did at uGen. Below are more screenshots of a couple other systems I worked on at uGen including, Avatar Dyes, Discovery Feed, Friends Lists, Home Base Management, and the PC Build Tool.
Motion Design
KILL FEED ANIMATIONS
This project was given to me because sometimes it's hard to understand if you killed someone in the heat of a match. All 7 of the animations were designed and implemented using Unity's Mechanim System with help from the UI Engineer to hook them up. Although these animations are no longer in the game, I'm still happy with how they turned out.
This project was given to me because sometimes it's hard to understand if you killed someone in the heat of a match. All 7 of the animations were designed and implemented using Unity's Mechanim System with help from the UI Engineer to hook them up. Although these animations are no longer in the game, I'm still happy with how they turned out.
EMOJI SPAWN ANIMATIONS
When we first put in the Emoji Panel I noticed it didn't really feel like an expression. Just having the emoji appear over your head suddenly felt emotionless and bland (which is the opposite of what it was supposed to be). I used Unity's Mechanim to make a simple spawn animation for the emojis to give them life. Although the animation is simple and not difficult, I'm proud of the amount of polish and effective communication it brought to the game.
When we first put in the Emoji Panel I noticed it didn't really feel like an expression. Just having the emoji appear over your head suddenly felt emotionless and bland (which is the opposite of what it was supposed to be). I used Unity's Mechanim to make a simple spawn animation for the emojis to give them life. Although the animation is simple and not difficult, I'm proud of the amount of polish and effective communication it brought to the game.
QUICK PIX: ANIMATED EMOJIS
This project is something I'm pushing to continue in the future. I've only done one emoji but I like the amount of life it has. The emoji was animated in After Effects and then exported as a gif. We're still trying to figure out the best way to implement it into the game whether that's a gif, spritesheet, or video file.
This project is something I'm pushing to continue in the future. I've only done one emoji but I like the amount of life it has. The emoji was animated in After Effects and then exported as a gif. We're still trying to figure out the best way to implement it into the game whether that's a gif, spritesheet, or video file.