
PROXIMA ULTIMATE
Optimizing UI Feedback for Player Success
Role — UX/UI Designer, Artist
Duration — 3 months (Jun to Aug ‘23)
Engine — Pixi
Proxima Ultimate is a strategic resource management game where players compete for control over asteroid systems, acquiring and leveraging resources in their quest for dominance. Inspired by the visual aesthetic of the 2013 film Ender's Game, the art direction immerses players in a futuristic and dynamic universe.
The initial version, Proxima (V.1), launched in late 2022. Following a period of live-ops, it became evident that significant adjustments were needed to enhance the gameplay experience. Thus, I spearheaded efforts to refine the game's design and art assets, leading to the launch of Proxima Ultimate. In the summer of 2023, I undertook the task of redesigning the core gameplay loop's user experience and creating new art assets to elevate the game's appeal and engagement.
My Responsibilities
About
Low and high-fidelity design mocks for the revised gameplay loop.
Interactive prototypes to showcase unique features, flows, user actions, and animations.
Collaborate with game developers and stakeholders, present & review designs.
To update and create new art assets required for our revisions.
Conduct play tests with kids to evaluate and revise UX patterns and UI accessibility issues.
Create a style guide and asset repository for marketing content.
Revising Art and UI
Convey and reinforce new player actions—cultivate, excavate, eliminate, and control (base building)—with minimal detail and enhanced clarity.
WORKFLOW
I started with explorations of iconic representations of cultivated plants and mined ores that utilized base shapes, textures, and patterns.
Ultimately, the simplest depictions worked best in-game for their quick read and low visual clutter.
Final Art
Before and After Wireframes
Planet Ring UI Ideations
Player Action UI Ideations
Plot Icon Art Ideations
GOAL
Increasing Gameplay
Nutrition and Feedback
01
Removing Player Biase With A Budgeting Mechanic
Players can now purchase offensive and defensive satellites with ore their team excavates.
Previously, player strategy was biased towards scenario-specific satellites that our level designer hand-picked per map.
Sketches + Animation Prototypes
Interaction States & Handoff Documentation
Final Design in Context
02
Bringing Blight to the Existing Mini Map
Players struggled to identify where Blight struck, so we upgraded the mini-map.