MOBILE GAME

Bounce Royale

TIMEFRAME: JAN - APRIL 2020

OVERVIEW

I worked on this project by collaborating with Masters students for the Game Design course. It is a 1v1 turn based competitive multiplayer mobile game, Bounce Royale. Players must throw a set of Monster Balls with different abilities and score points by reaching the scoring zone. The closer the ball is to the centre, the higher points the player receives. The player that has the highest amount of points wins.

The following case study is the culmination of my work with other designers on the project.

MY TASKS

UI Design • Interviews • User Testing • Prototyping • Wireframe • Video Editing.

MY ROLE

UX/UI Designer

GAME DESIGN

KEY FEATURES

• Battle against players from around the world in real-time 1v1 matches.

• Unlock Monster Balls with different abilities and use them against your rivals.

• Progress through multiple Arenas all the way to the top.

• Challenge your friends to a private 1v1 match.

CONTROLS

To set the power of the ball, the player will have to press the ball and drag backwards, the more is dragged, the more power it will have once is released. The power percentage is shown at the right side of the screen. To set the direction of the ball the player must swipe horizontally while the ball is pressed. Finally, to launch the Monster Ball the player will have to release the ball.

Screen Flow

PROTOTYPE VIDEO

I created this video to showcase the the minimum viable product MVP of the mobile game.

WIREFRAMES

I collaborated with the other UX designer in the team by creating the following low fid wireframe of the game. This was the first version of the design.

USER INTERFACE DESIGN

As the UI designer, I was in responsible for creating the “look and feel” of the game. I came up with following moodboard and created the buttons on Adobe Illustrator.

MOODBOARD

USER INTERFACE

SCREENS

USER TESTING

MONSTER BALL CONTROLLER

I conducted a user test focusing on the Monster Ball controller. Players must use their finger to adjust the angle of the ball and pull back on the power meter to determine the strength of their shot; the father down they pull, the harder the strike. Once they release your fingers, the ball will be shot. The controller is expected to be easy, intuitive and comfortable to use.

PROCEDURE​

I asked participants to ‘think out loud’ as they play the game and to share their thought processes. Their commentary was recorded to ensure that the data could be coded at a later time. They were provided with a mobile test version of the game and will be asked to perform the following tasks:

  • Aim the ball
  • Set the power
  • Shoot the ball

The data compiled from the playtest is qualitative as the goal of the test is to validate whether it is easy to aim and shoot the ball. In addition, fix bugs and get user feedback on the controller. While users are performing the tasks, I observed how they use and experiment with the controller and if it was easy-to-use and intuitive.

INTRODUCING
bOUNCE ROYALE

CREDITS


My Role
UI/UX Designer / Animator – Israa Qeroof

Team
UX and Game Designer – Celina Wang
Project Manager and Game Designer – Santiago Sotomayor
2D Artist/Animator – Parastou Jodeiri Heidari
Developer and Sound Designer – Vikrant Rajan