Dated To 2020-2022
Part 2
CYGNUS Game UXUI
UI Core Interface Iteration
Base Construction
More creature will coming soon…t.
Employee Management
More feature will coming soon…
Face New Challenge
More bio will coming soon…
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.
Part 5_PEA OS Overview
Difficulty:
Tab hierarchy need to be more compatible and considerate due to personal preference difference.
Solution:
Pre-thinking even further than game designer, PEA OS is over-loaded, can be finalized only while all features are determined, always utilize more sustainable way for maintenance later on.
PEA overview is a corridor that contains all the entrance & access for the most core interface in the game, we are trying to make it informative enough to provide instant data for player to have a general idea on real-time base situation in order to manage efficiently.
👇👆Final Effect In Game
Difficulty:
Object quantity in the list might be more than plan.
Solution:
Reuse / Reduce / Recycle is the principle. Don't let edge cases completely break your design, that will be a pity and waste of time.
Part 7_Crew Expedition
Difficulty:
Complex Formula is hard to deal with, There are three sets of data involved with each other, display them all on the same page will confuse ppl and consume much more time to figure out.
Solution:
Integrate unnecessary numbers, hide secondary info into toolips to keep neat and clear. Negotiate with designer and ProG try to simplify the backend caculation, stand from a player perspective to make the decision.
We introduce expedition system to make our companion more meaningful in base, meet mission requirements, organize the party, send out to reach the success rate in order to get more valuable loot.
👆Version 1.0
👆Version 8.0
Part 8_End Of Day Report
Difficulty:
Sequence of feature introduction is not easy to tackle, as you can see, we have dozens of sections.
Solution:
Unlock the content step by step, don't show them all yet until they found out the mechanics in base. Use animation by order to avoid chaos.
EoD page plays an important role for the entire gameplay, we tried multiple ways unify the entire flow to summarize what is happening during the past every single day.
👆Version 1
👆Version 2
👆Version 3
👆Version 4
👆Version 5
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Team MiaoZi Video
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👆Final Game Effect
👆VX Prototype
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GUI Mockups
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UX Iterations
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UX Iterations
👆Version 6
Final Flow In Game
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👆Final Effect In Game
👆Version 5
👆Version 6
👆Version 7
👆Version 8
Besides of UX, I also fully hand on VX part, knowing how to produce a proper UI animation will always help me have a better understanding of the whole flow.
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Extra Work_UI Animation Part
Personally I found my passion on Motion Graphic, Making all the elements more vivid will satisfy me a lot, Fortunately under my teammates support, I got some chances to contribute on actual animation production as well. I believe knowing how to produce a proper UI animation will always benefit UX designer to have a thoroughly thinking of the whole flow.
Universal Component Guideline
Background Texture Exploration
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