Project Cosmos

Sprocket

https://playspellbreak.com/en

PC (unreleased)

As the Senior Visual Designer at Sprocket Games, I was responsible for being the one-stop shop for not only the visuals, but the UX flows of menus, out of game features, and all within tight restrictions. The game was a survival/crafting adventure, so all manor of features needed to be created in order to contribute to the overall game feel. I worked on a variety of wireframes, for a few different styles I tried out over my time at Sprocket.

Main Menu & Hero Select variations

Promotional Messaging

For seasonal releases and special events, I wanted something flashy, with some lore thrown in for good measure. For the left option I went with more of a promo image, for the right image I wanted to showcase more of a “news”-type image with more options.

 

For interacting with NPC’s int he world, we decided to go with speech bubbles over their heads while the player was walking around the world. For starting conversations, players would see a close-up of the NPC along with their dialogue and quest rewards.

NPC Interactions

Out of Game Menus

We needed to envision how the menus would function out of game. I wanted the sequence to show the Heroes first. While hovering a Hero, they will pop out of the frame in addition to showing their name and level. Once a Hero is selected, the Player will see their overview page, where they can see the stats, difficulty, and a description of the Hero. They can easily swap between heroes by using the bottom buttons as well. The ability page will show the spell wheel, the upgrades to abilities the Player can swap out once they level up the character, and a video that would show the ability in-action. The Loadout page will show soul bound items, these are only equip able OUTSIDE of the game, in addition to abilities gained from the gear, if applicable. Stats would appear here as well as available items that can be swapped into the selected item spot. Lastly is the Lore page. Here, Players can view unlockable lore stories that have illustrated tarot-style cards associated with them.

Character Main Page & Class Page

For the Character page, the design was complicated. Heroes could be multiple classes but one main class, and each class had a level that Players could get experience for and unlock new heroes. I wanted a cool way to show this, showcasing the heroes from each class on shards of crystal. Characters would break free of the frame as each section was highlighted.

 

The Explorer Class page, divided into unlockable level tiers for that class.

End of Session Sequence

For the End of Session sequence, Players would first receive a “SUCCESS” or “DEFEAT” screen, followed by an action scene for “RESULTS” that would showcase the party member characters. Then the team summary, where Players could give Kudos to fellow teammates. Followed by the Stats page and the Quest page.

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Divine Knockout UX