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.

Hover Tooltip + Blight’s Icon