Rapid UX/UI Design

Your Eyes Aren’t Blue is a psychological horror Visual Novel game that follows a young woman, Tiana, as she grieves the sudden death of her best friend, Viola.

As part of a 30-day game jam contest, this project delivered a striking and intuitive UX/UI design for a horror-themed visual novel game.

  • Responsibilities:

    - UX design
    - Wireframing
    - Prototyping

  • Challenges:

    - Short development cycle
    - Small team with limited resources
    - Commincation (long wait times)

  • Tools & Software:

    - Figma
    - Miro
    - Adobe Photoshop

  • Duration:

    - 1 month

Design ProcesS


WIREFRAMING


  • The UX/UI team met with the development and game design teams to determine the game's UX/UI design requirements.

  • The identified requirements were broken out into “cards” that kept track of notes for specific interactions, functions, and behaviors.

  • Using the requirement cards, wireframing began on the menus, options, and screens with basic elements and placeholder graphics.

WIREFRAMING



  • The UX/UI team met with the development and game design teams to determine the game's UX/UI design requirements.

  • The identified requirements were broken out into “cards” that kept track of notes for specific interactions, functions, and behaviors.

  • Using the requirement cards, wireframing began on the menus, options, and screens with basic elements and placeholder graphics.


  • Wireframes were tested internally with other team members (sound designers, graphic artists, etc).

  • The team revised some of the designs based on feedback, and a second test of the wireframes was performed.

  • The wireframes were finalized and readied to be reskinned by the UI artist.

Prototyping


Prototyping



  • Wireframes were tested internally with other team members (sound designers, graphic artists, etc).

  • The team revised some of the designs based on feedback, and a second test of the wireframes was performed.

  • The wireframes were finalized and readied to be reskinned by the UI artist.


  • Collaboration with the graphics team helped develop a basic style sheet for the game. This included font, colors, and overall feel.

  • Design inspiration was from the artists' existing color palettes, CGs, and backgrounds. Blue was the obvious choice for primary highlight color.

FINAL UI DESIGN


FINAL UI DESIGN



  • Collaboration with the graphics team helped develop a basic style sheet for the game. This included font, colors, and overall feel.

  • Design inspiration was from the artists' existing color palettes, CGs, and backgrounds. Blue was the obvious choice for primary highlight color.


Final thoughts & reflections


  • The project was gratifying; I used what I learned from my degrees, classes, and smaller projects to help create a UX that felt intuitive and natural.

  • I would have liked to have done more game experience testing (beyond the UX/UI) to see how players felt about the game.

Looking Back

  • Communication with developers and graphics teams is essential in producing a good design.

  • Testing designs internally under time constraints is okay if the participants are diverse.

  • Do research and look to other good designs for inspiration.

  • The best designs sometimes get the least amount of feedback.

Things Learned