Work

Never Never

A multiplayer party game for phones, and one of my first UX projects.

Overview

A mobile, multiplayer take on Never Have I Ever, designed for friends and a few drinks. I was the main gameplay designer and UX designer on a small Howl Studio team, and we took it as far as a prototype.

Role

Gameplay designer, UX designer

Tools

Unity, Adobe XD

Team

Howl Studio: senior games developer, senior project manager

Timeline

2021, prototype

01 · Define the project space

How might we make a game that plays to our technical strengths?

Never Never is a multiplayer mobile take on Never Have I Ever: fun, a little cheeky, and made for adults to play together on their phones.

First, we looked honestly at ourselves. A SWOT analysis of the team set the boundaries for everything that followed.

Strengths

  • UI design skills
  • Unity platform
  • Research
  • Senior games developer
  • Senior project manager

Weaknesses

  • 3D design
  • UX development experience
  • Gameplay theory

Opportunities

  • At-home development time
  • A captive audience
  • Keen to gain experience
  • Momentum of graduation

Threats

  • Time constraints
  • Unity learning curve
  • Inexperience

SWOT insights

  1. Create a mobile game
  2. Build in a 2D Unity development setting
  3. Lead with UI and iconography based design
  4. Make the gameplay narrative driven
  5. Aim for a December 2021 release

02 · Topic analysis

Playing the competition

Next we looked at what already worked. We played eight games and recorded our experiences, narrowed to a favourite few, watched others play, then ran a heuristic evaluation and SWOT analyses.

Eight games compared: Nirvana, Reigns, Ord, Bit Life, Best Life, Choices, Game of Life and Fibbage
The eight games we played and compared.

Gameplay insights

  1. What worked

    Humour, narrative and strong UI design.

  2. What didn't

    Low replay value, predictable play and interrupting ads.

Table of pros and cons for each of the eight games
Pros and cons for each game, recorded as we played.

A heuristic evaluation of Reigns

Reigns, a swipe-to-decide card game about ruling a kingdom, was our favourite, so I evaluated it against Nielsen's heuristics.

Reigns end screen: The King is dead

Heuristic 1

Visibility of system status

Success. A dynamic health meter shows instant changes, and swiping a card reveals the options.

Improvements. Create onboarding, make the start game button more evident, and show the number of cards left in the deck to encourage more strategic moves.

Reigns card showing the four kingdom meters

Heuristic 2

Match between system and the real world

Success. The health meters are represented well; a cross stands for the church.

Improvements. Differentiate between the types of gameplay cards. Game content, such as names and terms, is not well known.

Reigns character card with dialogue

Heuristic 8

Aesthetic and minimalist design

Success. The screen is not cluttered with competing words and images, and the UI is clean.

Improvements. The cards are dialogue heavy to set the scene, and could be simplified.

03 · User research

Who we were designing for

An online survey shaped our market segments and one-on-one interviews, which became personas, a journey map, and task and user flows. Two personas came out of it: Rachel, the Ruler, and Finn, the Freelancer.

Persona: Rachel, the Ruler
Rachel, the Ruler.
Persona: Finn, the Freelancer
Finn, the Freelancer.
Rachel's journey map
Rachel's journey map.

04 · How research influenced design

Designing the game

With the people and the game night in mind, I mapped how a host sets up a game and how a round plays out, card by card, then designed the cards themselves.

User flow for core gameplay
The core gameplay flow.
Never Say Never card designs from the Vanilla Deck
Cards from the Vanilla Deck.
A single Never Say Never card

Takeaways

Where it landed

Never Never reached prototype before the team moved on, and the research and early design work shown here are what survived. As one of my first UX projects, it taught me a great deal about Unity and researching gameplay.

More work

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