NEW IP / FPS / ZERO-G / HEIST / PVPVE

Hyenas

MY ROLE: SENIOR UX DESIGNER
STUDIO: CREATIVE ASSEMBLY, SEGA
GAME GENRE: FIRST PERSON SHOOTER - ONLINE MULTIPLAYER
GAMEPLAY: PVPVE (PVP+PVE)
TEAM SIZE: 150+
GAME MODES: 2
LOCATION: HORSHAM, ENGLAND
CLOSED BETA: 2023
ABOUT THE GAME

CREATIVE ASSEMBLY, SEGA - HORSHAM, ENGLAND

I started working at Creative Assembly and the game Hyenas in September 2019. The game's ambition and goal was to create a unique shooting experience where fast-paced fun at its core.

A hero shooter with distinct characters with unique abilities, weapons, and special Perks to customize the players preferred way of playing each hero.

FRONTEND

MENUS & STRUCTURE

I have built up the core structure and menu flow of everything across the Frontend for Hyenas development, and I have found out along the way that we wanted and needed for the game. Most things were solved by having a flexible mindset and a future-proof design that we could extend when needed with an ever-growing menu structure.

Taking inspiration from other popular games but expanding on it with UX at its core to create a modern and accessible menu structure and design that had both PC and Console players in mind.

MOCKUPS

GAMEPLAY & HUD UX

Creating Wireframes and Mockups throuout the Frotend have shortened the time of iteration to try out Layouts, content to show on the page and potential future ideas and additions. I then worked with UI Artists and UI Programmers to come up with a final solution that both fit the design goals, technical constrains and the desired Art direction.

MY PART

RESPONSIBILITIES

Create user flows, Menu Structures, High level Sketches, Wireframes, Mockups, details UI/UX Mockups, MVP Design, Prioritasation listing, Screen Flow mapping, Content Structure, collection of Playtest Feedback, Survey Analysis, Problem Solver, Onboarding Design, UX writing & copy, Colour Phychology across the game, Accessability & Settings list owner, Controller Button Mapping, Power Point presentations & Task/Feature owner.

EXTRA MAGIC

I have worked closely with all types & levels of Game Designers to help their vision for the design and intended player experience come through in the information and UI we communicate to the player and in what way we want to guide them to be successful in having fun playing!

As a UX Designer, I have also driven the design thinking, importance, and creating easy frameworks for making the game have an Accessibility Design built into it from the start. I have also been the owner of and driver of the ultimate Settings list with options we would have in the game so players could get the best gaming experience for them.

I'm also been the creator and manager of countless Confluence pages that have kept the team up to date with the latest Screen designs, features, UI, and priorities. Using my skills in creating clear User-Flows, Mockups, writing User-Stories, and setting priorities for tasks and implementation. This allowed the design and Jira tasks to reflect what the priorities were and why across multiple teams.

HUD DESIGN

GAMEPLAY & HUD

I have worked closely with Game Designers, VFX, Level Design and UI Art to create a clear HUD as well as a design for gameplay events and functionalities that would delight players.

4 years of development on a new IP has lead to many new designs, gameplay functions and new directions. But I have made sure to work closely with the team through each change improvement to make sure that the Game Designs as well as the players will be happy with the result of how and what we communicate in the game.
By creating MVP designs & Mockups leading to fast playtesting and iterations needed to change and polish each feature.

HUD MOCKUPS

STATIC & DYNAMIC UI

Creating the structure and communication for the UI of a Multiplayer fast paced FPS game isn't easy. But together with the UI Team we came up with a great structure for the static UI that the player need to have access to at all times and the messages we show throuout the match to make players aware of team and gameplay events.

Through development & playtesting I learned in what priority we needed to communicate things to the players and evaluate that when new important features came into the game from the different Gameplay Designers.

MORE COMING SOON