Base Construction

Reclaim and expand a derelict outpost on an alien planet.

Employee Management

Manage your team of employees to develop new products and generate revenue.

Face New Challenge

Traverse exotic locations and defeat hostile entities on your mission to help. Mytilus thrive.

GamePlay Features

Cygnus Enterprises

Netease Team MiaoZi Present

 

From 2020 I am working on Cygnus Enterprises in Netease as a UX Designer. From this portfolio, I wanna show more details about how we break down iterations and finalize the implementation.

One of my first tasks was to intergrate Mastery/Loadout/Skill Tree into one character page, the most diffcult part was to deal with the companions info at the same time, some of the mechanics are similiar but slightly different… It’s gonna be a massive and challenging task to do, but eventually we had a satisfying outcome, basically come up with the best solution for the most used interface and meet the requirements for players.

Will show serveral working process below, couple cases are not implemented in game at the end, cherry pick some of my favrites.ヅ

Overall Transition Exploration

Iterations

👆Version 1

👆Version 2

👆Version 3

👆Version 4

👆Version 5

👆Version 6

👆Version 7

👆Version 9

👆Version 11

👆Version 8

👆Version 10

👆Version 12

👆Final Effect In Game

👆Version 1

Difficulty:

When a game comes to have party organization feature, how to swap equipment, compare between gears, sort out a perfect order for players to pick will always be a headache for developers.

 

Solution:

1. Put avatar at right top conner if equipped

2. No avatar, disappear whole component to individual slot if equipped

 

Both of them have pros and cons, 3 factors are involved,

//Easy to compare

//Easy to swap

//Longer/shorter List

Option 1 has two benefits so far, decide to keep this way to give a shot.

👆Version 1

👆Version 2

👆Version 3

👆Eye Tracking Measurement

This is a comparison between mockup and implementation, make sure your design can be validated in a tangible way and get closer to what you exactly demonstrated is pretty significant for the UX designer.

👆UX Mock up ( In XD )

👆Final Game Effect ( In Unity )

👆Version 1

👆Version 3

👆Version 5

👆Version 4

👆Version 2

👆Version 6

👆Version 7

👆Version 8

👆Version 1

👆Version 2

👆Version 3

👆Version 4

Combat HUD Breakdown

Previously, need to do base management and combat on one screen, according to turn base gameplay, we separate combat hud into an individual section.

👆Version AB

👆Version C

Game Video