ONE IN A KRILLION


One In A Krillion is a 3rd-person combat oriented action game where the player controls a swarm of Krill and their captain to take down the many predators of the open seas.

PROJECT BREAKDOWN


ROLE


Creative Director

Combat Designer

UX Designer

TEAM COMPOSITION


TIMELINE


September 2023 - April 2024

TOOLS

Figma

Unity

Microsoft Office


PLAYER HUD PROGRESSION


Iterations on player HUD across the timeline of the project. From low fidelity wireframes to high fidelity in game HUD

First wireframe exploring how to convey two different combat states and the ability to swap between them

Further iterations built on the identity of swapping modes while I explored HUD colors

Final In-Game player HUD built upon playtesting data, gameplay system changes, and a refined color palette and shape language

Designs for the player HUD Signals, Updates, and Responses

PROBLEM STATEMENTS + SOLUTIONS


Align the team around our players. So that everyone who plays the game can interact with a fun and usable experience made just for them

Create a unique combat system bridging two separate playstyles together for players to experiment and gain mastery

Serve as the primary Vision Holder of the project, aiding the team to progress to our chosen goals and pillars

Utilized previous research gathered in the genre alongside new project goals to develop a user persona

Forged unique and colorful player-informed design pillars and engagements to center our product around

Designed a unique and varied toolset for players to use, with 3 abilities for each of the 2 forms

Presented as the cross-disciplinary touchpoint for the team, directing conversations and meetings to focus around players and keeping eyes on all aspects of our game’s content.

OBJECT ORIENTED UX


Player tutorial object oriented UX process with progression to in-game screenshots

PROJECT TIMELINE


What I Learned

One In A Krillion was a project where I learned and trained an abundance of useful skills. I Explored different forms of UX Design such as Object-Oriented UX, advanced color theory, practiced people-first game design, and experimented with glass-morphic and graphic design styles. However, the biggest lesson I learned was the true power of a healthy team dynamic, and the power I have as a teammate to build that.

I took on this project after coming out of a lot of hardships in my life, and I was worried about success and performance. However, through honest communication from myself and the team, we rose to the occasion and delivered something we are all very proud of. I appreciate my team and I am so happy they have helped me grow in my self-advocacy and skillset. As I move on to my professional career, I can say with confidence, all of us in the tech industry are stronger together.