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.