VIDEO GAME DESIGN
2022
Cursed Mountain
Developed the UI/UX for an original platformer game with a focus on accessibility for Global Game Jam 2022.
DESC
Designed for original platformer game with a focus on accessibility for children (Global Game Jam 2022).
DESC
UX/UI Designer
ROLE
TEAM
Game Designer - Max Zlochiver
2D Artist - Gabby Aidam
Writer - Martha Gamy
Developer - Noah Young
VIDEO GAME DESIGN
2022
Cursed Mountain
01 / PROBLEM BACKGROUND
How might we reinforce the game’s theme of collaboration between players while seamlessly guiding the player in and out of gameplay?
ABOUT
Cursed Mountain is a multiplayer platformer game about two souls (a monster and a human) stuck in one body that journey to meet a witch who can undo their curse. The players switch between their characters to overcome obstacles.
GOAL
My objective was to create an UI/UX experience reflecting how different forces can be complementary and even interdependent to their success while fulfilling the accessibility needs of children for an intuitive game experience.
02 / NEEDS & OPPORTUNITIES
Pain Points: Inaccessible & Detached
I identified pain points hindering game accessibility in our Global Game Jam original screens, and redesigned them with the following key points from our secondary research in mind: (1) children have a lower working memory and (2) lower attention span than the average adult.
I converted the user pain points into campaign goals that would guide my process.
GOALS
Accessible
Child gamers have different visual and cognitive strengths, and needs. Design with accessibility and customization in mind allows players to interact with the game in a comfortable way seamlessly. Customization includes optional hints, controls, and cursor and subtitle size.
Cohesive
For gamers to immerse and empathize with the characters, fantasy world, and story of Cursed Mountain, I worked alongside 2D artists to create a united visual language within the pixelated fantasy aesthetic.
Target Audience
I created a persona to help represent and focus our target gamers’ needs and potential frustrations.
Journey Map
I defined the gamer's journey (based on assumptions and personal experience playing games with my younger siblings), to build user empathy and identify pain points and design opportunities.
03 / ACCESSIBILITY
Design for Visual & Cognitive Impairments
Colorblind-Safe Palette
Up to eight percent of boys have some degree of color blindness, and less than one percent of girls do. To open the door for our 8-12 aged audience, I focused on creating a color-blind safe palette.
Accessibility Callouts: Gameplay HUD Screen
I considered visual and cognitive differences in attention, memory, and learning challenges when designing the interface to mitigate barriers from the gamer's experience.