Evermerge
Client: Big Fish Games
Role: UX/UI Designer
Summary:
As UX/UI Designer at This Game Studio I worked on Big Fish Games’ Evermerge; collaborating with three other UX/UI designers on big feature pushes for a [then] new “storybook” mode. Each designer had one or two main focuses, as TGS was tasked to design and implement multiple new features. I worked on facilitating and implementing the introduction to a new currency, the upgrades to the store and HUD bar, assisting in storybook mode ui changes, and redesigning the Mergepass — all finalized in Unity.
Mergepass
One of my main areas of focus was updating the Mergepass: a gamepass system that enables players to gain points throughout play and receive rewards on a tiered system. I worked with the game design team, Big Fish Games’ in-house Design team, and the senior UX/UI artist to wireframe, mock, and implement all design changes in Unity.
Process
I was tasked to update the original design (also the current design in game) with a new “quests” feature that visualized how and when players were gaining points on the Merge Pass Rewards system.
I began with grey-boxed wireframes in Photoshop — to visualize the changes the game designers wanted and balance what the game screen could handle, and players could make sense of.
Pop Up Design
Based on the current design, one of the quickest ways of implementing a quest visual system was simply to add a Quest Pop-Up to the Merge Pass flow. However, it would add yet another pop-up to a window that was already a pop-up; and it felt as if the quests were hidden/ hard for the players to find.
Tab Design
Alternative to pop-up was a tab design system. Fortunately Tabs already exist in the game, which left determining what the quests and rewards would look like, and how much of the screen the MergePass would take up. The above wireframes kept the MergePass more or less the same as the current size — the largest existing pop-up.
After going back and forward with the in-house design team and the client’s UX/UI design team, we settled on trying Full Screen. The idea was to make an exception to the pop-up rules and emphasize just how important and special the Mergepass really was.
After more iteration the team decided to remove the season side-bar (as seasonal merge pass events were not certain to be implemented) and focus on just the rewards and quests.
The initial mockup followed the color treatment of the general games UI, but was deemed not special or rich enough, so I was tasked to find a more “royal” color treatment.
Very unfortunately, the contract with Big Fish was ended before I or the team could implement the luxurious Mergepass Upgrade into the game.